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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T02:40:21Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=164971</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=164971"/>
		<updated>2025-07-14T13:10:51Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: minor link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE____NOEDITSECTION____NOTOC__ &lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #9a7bc8&lt;br /&gt;
| image = [[File:OdysseyIcon.png|60px|link=Odyssey DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The [[Odyssey DLC]] has been [https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ released] along side the [https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub Version 1.6] update!&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;Please be patient as we update, and consider helping us improve our coverage of content old and new by editing today!&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:90%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/ Ludeon&amp;amp;nbsp;Studios]''', a Canadian-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br/&amp;gt; Read more about the game at [[About RimWorld]].&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; margin-left:9px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:100; max-width:850px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.&lt;br /&gt;
&lt;br /&gt;
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help update the wiki by editing today, [[Special:CreateAccount|sign up]] optional!&lt;br /&gt;
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].&lt;br /&gt;
&lt;br /&gt;
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], the [https://discordapp.com/invite/UTaMDWc #wiki-suggestions] channel on Discord, and the [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]].&lt;br /&gt;
&lt;br /&gt;
Please report things that may require administrator attention to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]]. We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1; display:grid; grid-template-columns:repeat(auto-fit, 200px);&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;darkmode-invert&amp;quot;&amp;gt;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]]&amp;lt;/span&amp;gt; [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Console Edition Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan on Twitter]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay 12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 Bay 12 forum thread]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;h3&amp;gt;&amp;lt;b&amp;gt;Need some help? Check out the [[guides]] for information!&amp;lt;/b&amp;gt;&amp;lt;/h3&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:0 0 47%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Concepts&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Basics&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Modal Info Icon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[User interface]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Learning helper]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Lore]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Colony Building Guide|Colony Building]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quickstart Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gameplay&lt;br /&gt;
|Label=Gameplay&lt;br /&gt;
|Image=RimWorldLogo.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Caravan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Environment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Research]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Time]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trade]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orders]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/About_RimWorld&lt;br /&gt;
|Label=Extras&lt;br /&gt;
|Image=LudeonLogoSquare.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Save file]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Development mode]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mods]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Modding Tutorials|Modding tutorials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Combat&lt;br /&gt;
|Label=Combat&lt;br /&gt;
|Image=Assault rifle.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Cover]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drafting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Offense_tactics|Offense]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_structures|Structures]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_tactics|Tactics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Game_Creation&lt;br /&gt;
|Label=World&lt;br /&gt;
|Image=World gen preview.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Scenario system]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[AI Storytellers|AI storytellers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[World generation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;DLC&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
|Image=RoyaltyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Ideology&lt;br /&gt;
|Label=Ideology&lt;br /&gt;
|Image=IdeologyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Reproduction|Pregnancy]] &amp;amp; [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] &amp;amp; [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation|Mech gestation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Anomaly&lt;br /&gt;
|Label=Anomaly&lt;br /&gt;
|Image=AnomalyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Research#Anomaly|Void study]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Monolith]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Entities]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Containment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psychic rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Odyssey&lt;br /&gt;
|Label=Odyssey&lt;br /&gt;
|Image=OdysseyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Gravship]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes#Odyssey biomes|Biomes]] &amp;amp; [[Landmarks]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orbit]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Unique weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Odyssey animals|Animals]] &amp;amp; [[Fishing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:0 0 47%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Items&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gear&lt;br /&gt;
|Label=Gear&lt;br /&gt;
|Image=CowboyHat.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Apparel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Resources&lt;br /&gt;
|Label=Resources&lt;br /&gt;
|Image=Woodlog_c.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Materials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Textiles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Food]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Research&lt;br /&gt;
|Label=Technology&lt;br /&gt;
|Image=LongRangeMineralScanner.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Deep drill]]ing&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Architect&lt;br /&gt;
|Label=Building&lt;br /&gt;
|Image=Granite blocks.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Zone]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Structure]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Power]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Security]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Misc]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Life&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Characters&lt;br /&gt;
|Label=Characters&lt;br /&gt;
|Image=Colonist.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Backstories]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Health]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Needs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Skills]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Social]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Plants&lt;br /&gt;
|Label=Flora&lt;br /&gt;
|Image=Alocasia a.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Decorative plants|Decorative]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Wild plants|Wild]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Character_Types&lt;br /&gt;
|Label=Fauna&lt;br /&gt;
|Image=Turkey.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Prisoners]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid]]s}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacstone&amp;diff=164970</id>
		<title>Vacstone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacstone&amp;diff=164970"/>
		<updated>2025-07-14T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Obligatory natural vacstone page. Unsure of the stats are quite accurate, it was an edited table from granite. would appreciate checking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Vacstone blocks}}&lt;br /&gt;
{{See also|Smoothed granite}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Vacstone&lt;br /&gt;
| image = Vacstone.png&lt;br /&gt;
| description = Compacted rock and dust harvested from asteroids.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 600&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Vacstone&lt;br /&gt;
| label = vacstone&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;GraniteBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (105,95,97)&lt;br /&gt;
| mineableThing = ChunkVacstone&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedVacstone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Vacstone''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|vacstone block}} vacstone {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee. Vacstone is only found within asteroids in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Vacstone''' tiles have 600 health each, making it the third hardest stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|Vacstone block}} vacstone {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|Vacstone block}} 20 granite blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed vacstone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vacstone.png|Natural vacstone wall&lt;br /&gt;
Smoothed vacstone.png|Smoothed vacstone wall&lt;br /&gt;
Vacstone chunk A.png|Vacstone chunk variant A&lt;br /&gt;
Vacstone chunk B.png|Vacstone chunk variant B&lt;br /&gt;
Vacstone chunk C.png|Vacstone chunk variant C&lt;br /&gt;
Vacstone blocks A.png|Single stack of vacstone blocks&lt;br /&gt;
Vacstone blocks B.png|Stack of multiple vacstone blocks&lt;br /&gt;
Vacstone blocks C.png|Full stack of vacstone blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vacstone_block&amp;diff=164969</id>
		<title>Vacstone block</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vacstone_block&amp;diff=164969"/>
		<updated>2025-07-14T13:01:41Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Redirected page to Vacstone blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vacstone blocks]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Marble&amp;diff=164968</id>
		<title>Marble</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Marble&amp;diff=164968"/>
		<updated>2025-07-14T12:20:31Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor standardization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=general}}&lt;br /&gt;
{{About|the wall-like, stone structure|the material that items and structures can be made from|Marble blocks}}&lt;br /&gt;
{{See also|Smoothed marble}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Marble&lt;br /&gt;
| image = Marble.png&lt;br /&gt;
| description = A soft metamorphic rock.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 450&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Marble&lt;br /&gt;
| label = marble&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;RockBase&amp;quot; ParentName=&amp;quot;BuildingNaturalBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| texPath = Things/Building/Linked/Rock_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| mineable = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;UglyRockBase&amp;quot; ParentName=&amp;quot;RockBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| mineableYieldWasteable = false&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;UglyRockBase&amp;quot; Name=&amp;quot;MarbleBase&amp;quot; --&amp;gt;&lt;br /&gt;
| color = (132,135,132)&lt;br /&gt;
| mineableThing = ChunkMarble&lt;br /&gt;
| mineableDropChance = 0.25&lt;br /&gt;
| smoothedThing = SmoothedMarble&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Marble''' is a natural structure that can be [[mine]]d to obtain a {{Icon Small|marble block}} marble {{Icon Small|Stone chunk}} stone chunk. Do note that this is not a guarantee.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Marble''' tiles have 450 health each, making it the second fastest stone block to mine. Each mined block has ~25% chance base to yield a {{Icon Small|slate block}} marble {{Icon Small|Stone chunk}} stone chunk, each of which can be transform into {{Icon Small|marble block}} 20 marble blocks.&lt;br /&gt;
&lt;br /&gt;
This tile can also be [[Structure#Smoothed_walls|smoothed]] to create [[Smoothed marble]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Marble.png|Natural marble wall&lt;br /&gt;
Smoothed marble.png|Smoothed marble wall&lt;br /&gt;
Marble chunk A.png|Marble chunk variant A&lt;br /&gt;
Marble chunk B.png|Marble chunk variant B&lt;br /&gt;
Marble chunk C.png|Marble chunk variant C&lt;br /&gt;
Marble blocks A.png|Single stack of marble blocks&lt;br /&gt;
Marble blocks B.png|Stack of multiple marble blocks&lt;br /&gt;
Marble blocks C.png|Full stack of marble blocks &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Added.&lt;br /&gt;
* Beta 19/1.0 Update - You can now smooth natural rough rock walls into high-quality walls.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbit&amp;diff=164963</id>
		<title>Orbit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbit&amp;diff=164963"/>
		<updated>2025-07-14T12:12:13Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: First draft on the orbit location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
The '''orbit''' is a new region separate from the world map introduced by the [[Odyssey DLC]]. The orbit is accessible via the World interface and the player can use the 'view planet' and 'view orbit' buttons to switch between planetary and orbital views. Locations in the orbit differ from locations on the planet and have additional challenges in order to survive and thrive. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
In order to travel to locations within the orbit, pawns require either [[transport pod]]s, [[shuttle]]s, or a [[gravship]]. In addition, to prevent immediate death, pawns require [[vacsuit]]s or advanced armours in order to survive the vacuum of space. It is possible to travel to the orbit without prior protection against the vacuum of space, thus extra care must be taken to ensure the gravship and pawns are space ready.&lt;br /&gt;
&lt;br /&gt;
When using a gravship in orbit, players must also manage heat, oxygen, and enclosure, as such, a gravship should be well heated, well supplied with oxygen using [[oxygen pump]]s, and contain rooms full enclosed with walls well suited against vacuum such as [[gravship hull]]s.&lt;br /&gt;
&lt;br /&gt;
It is possible to base entirely within orbit in one of the locations shown or discovered, however, doing so is challenging and requires preparation. If a gravship is damaged or has run out of fuel in orbit, it is possible to become stranded and eventually lose a colony.&lt;br /&gt;
&lt;br /&gt;
== Locations==&lt;br /&gt;
&lt;br /&gt;
Locations within the orbit vary between asteroids made primarily of [[vacstone]], satellites, and bases own by factions such as the [[traders guild]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fishing&amp;diff=164518</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fishing&amp;diff=164518"/>
		<updated>2025-07-13T16:37:15Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: I am unsure if this redirect is a good idea. Im basing it on how the &amp;quot;Growing&amp;quot; and &amp;quot;Growing Zone&amp;quot; pages are made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fishing zone]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=164517</id>
		<title>Fishing zone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=164517"/>
		<updated>2025-07-13T16:36:04Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Very rudimentary draft of the fishing zone page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|area|&lt;br /&gt;
| name = Fishing zone&lt;br /&gt;
| image = &lt;br /&gt;
| description = Create an area where your hunters will fish. Must be placed over water containing fish. Larger bodies of water are generally better for fishing.&lt;br /&gt;
| type = Zones&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1 +&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| research = fishing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''fishing zone''' designates where fisher pawns can catch fish. They are the main source for fish such as [[salmon]] and [[marlin]]. Fishing also occasionally allows fisher pawns to reel in treasures such as [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fishing zones can be designated once the Fishing research project is finished. A tribal start will start with it researched. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=164386</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=164386"/>
		<updated>2025-07-13T06:00:42Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Basic gravtech requires &amp;quot;Grav engine inspection&amp;quot;, unsure how to word it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=Book mechanics}}&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]] {{RoyaltyIcon}}, and [[Biotech DLC]] {{BiotechIcon}} require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. Research projects from the [[Anomaly DLC]] {{AnomalyIcon}} require the study of [[entities]] rather than standard research points. See the [[#Anomaly|Anomaly section]] for more details on Anomaly research projects.&lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Research can also be conducted by pawns reading [[schematic]]s, which can be obtained through [[trading]] or earned through [[quest]]s. The number of research points generated is based on the quality of the schematic. Research points from schematics are not affected by the faction's tech level, pawn's research speed, or the storyteller's research speed setting. Each schematic will contribute points to one or two research projects. These projects are chosen when the schematic item is generated and cannot be modified. Schematics will stop contributing research points once the associated project is completed. See [[schematic]]s for more detailed mechanics and analysis.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! Fishing {{OdysseyIcon}}&lt;br /&gt;
| Place [[zone]]s where your colonist can go fishing.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fishing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 8000&lt;br /&gt;
| 8000&lt;br /&gt;
| 16000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Security door&amp;quot;&lt;br /&gt;
! Security door {{AnomalyIcon}}&lt;br /&gt;
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Autodoor|Autodoor]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Turret pack&amp;quot;&lt;br /&gt;
! Turret pack {{AnomalyIcon}}&lt;br /&gt;
| Build a wearable pack that allows a user to deploy a battery-powered turret.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic gravtech&amp;quot;&lt;br /&gt;
! Basic gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build a gravship and use it to travel the planet. Launching a gravship will abandon your current map. You won't be able to return.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Grav engine]] inspection&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard gravtech&amp;quot;&lt;br /&gt;
! Standard gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build complex gravship parts.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Standard gravtech|Standard gravtech]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orbital tech&amp;quot;&lt;br /&gt;
! Orbital tech {{OdysseyIcon}}&lt;br /&gt;
| Construct buildings and apparel that can protect against the harsh vacuum of space.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Orbital tech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy bridges&amp;quot;&lt;br /&gt;
! Heavy bridges {{OdysseyIcon}}&lt;br /&gt;
| Build heavy bridges that support heavy buildings. You can use this to build whole colonies on the water.&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hunter drones&amp;quot;&lt;br /&gt;
! Hunter drones {{OdysseyIcon}}&lt;br /&gt;
| Build traps and wearable packs that release hunter drones. These explosive drones pursue hostiles and detonate when within range.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced gravtech&amp;quot;&lt;br /&gt;
! Growth vats {{OdysseyIcon}}&lt;br /&gt;
| Build advanced gravship parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Standard gravtech|Standard gravtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beam weapons&amp;quot;&lt;br /&gt;
! Beam weapons {{OdysseyIcon}}&lt;br /&gt;
| Construct weapons that use gamma ray beams to burn through armor and ignite targets.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Pulse-charged munitions|Pulse-charged munitions]]&amp;lt;br/&amp;gt;[[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beam weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shuttle&amp;quot;&lt;br /&gt;
! Shuttle {{OdysseyIcon}}&lt;br /&gt;
| Build a shuttle which can be used for long distance travel or to reach orbit. This requires a shuttle engine which can be bought from orbital traders, salvaged from other shuttles, or obtained through quests.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Transport pod|Transport pod]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shuttle]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their [[colony]]. It is unlocked by investigating the &amp;quot;fallen monolith&amp;quot;. Certain [[buildings]] and [[gear]] require dark study in order to be built.&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
{{Stub|section=1|reason=This System has way more to it than just the projects itself. Also see [[containment]] for impact of strength on study. [[Entity Study Rate]]. [[Study Efficiency]]}} &amp;lt;!-- may be a good idea to split basic and advanced into two tables --&amp;gt; &amp;lt;!-- potentially make serums their own as well? --&amp;gt;&lt;br /&gt;
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, [[void monolith]] and [[obelisk]]s can't be moved and must be studied right where they spawn, while anomaly items such as [[golden cube]] or [[unnatural corpse]] can be moved to wherever you want to study them.&lt;br /&gt;
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the [[void monolith]] and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. Advanced study points convert into basic research if no advanced research is active, but basic study points never convert into advanced study points.&lt;br /&gt;
&lt;br /&gt;
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the [[voidsight serum]]. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.&lt;br /&gt;
&lt;br /&gt;
==== Void study ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
====Basic projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvesting {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite shaping&amp;quot;&lt;br /&gt;
! Bioferrite shaping {{AnomalyIcon}}&lt;br /&gt;
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite weaponry&amp;quot; &amp;lt;!-- for some reason its def name is BioferriteIgnition --&amp;gt;&lt;br /&gt;
! Bioferrite weaponry {{AnomalyIcon}}&lt;br /&gt;
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Void sculptures&amp;quot;&lt;br /&gt;
! Void sculptures {{AnomalyIcon}}&lt;br /&gt;
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Frenzy inducer&amp;quot;&lt;br /&gt;
! Frenzy inducer {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Sleep suppressor|Sleep suppressor]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Sleep suppressor&amp;quot;&lt;br /&gt;
! Sleep suppressor {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Containment content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Entity containment&amp;quot;&lt;br /&gt;
! Entity containment {{AnomalyIcon}}&lt;br /&gt;
| Build holding platforms and inhibitors to better contain [[Entities|entities]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Electroharvester&amp;quot;&lt;br /&gt;
! Electroharvester {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Disruptor flares&amp;quot;&lt;br /&gt;
! Disruptor flares {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity Containment]]&amp;lt;br/&amp;gt;[[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Proximity detector&amp;quot;&lt;br /&gt;
! Proximity detector {{AnomalyIcon}}&lt;br /&gt;
| Build a device that can detect invisible creatures.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| [[Sightstealer]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot; &amp;lt;!-- def name is BasicPsychicRituals --&amp;gt;&lt;br /&gt;
! Void provocation {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot; &amp;lt;!-- for some reason its def name is SummonAnimals --&amp;gt;&lt;br /&gt;
! Draw animals {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot; &amp;lt;!-- for some reason its def name is SummonShamblers --&amp;gt;&lt;br /&gt;
! Draw shamblers {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Shambler]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! Chronophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Psychophagy|Psychophagy]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! Psychophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! Skip abduction {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! Summon fleshbeasts {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Fleshbeast]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Misc --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bliss lobotomy&amp;quot;&lt;br /&gt;
! Bliss lobotomy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Gorehulk]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul infusion&amp;quot;&lt;br /&gt;
! Ghoul infusion {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Deadlife dust&amp;quot;&lt;br /&gt;
! Deadlife dust {{AnomalyIcon}}&lt;br /&gt;
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Death pall]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Anomaly Research Points|A}} &amp;quot;The Anomaly&amp;quot; scenario starts with a single [[holding platform]] and [[proximity detector]]&lt;br /&gt;
&lt;br /&gt;
====Advanced projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite generator&amp;quot;&lt;br /&gt;
! Bioferrite generator {{AnomalyIcon}}&lt;br /&gt;
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Electroharvester|Electroharvester]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Insanity weaponry&amp;quot;&lt;br /&gt;
! Insanity weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Nociosphere]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mutation weaponry&amp;quot;&lt;br /&gt;
! Mutation weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| [[Fleshmass nucleus]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Atmospheric heater&amp;quot;&lt;br /&gt;
! Atmospheric heater {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite generator|Bioferrite generator]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Advanced psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Advanced psychic rituals&amp;quot;&lt;br /&gt;
! Advanced psychic rituals {{AnomalyIcon}}&lt;br /&gt;
| Perform advanced [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot; &amp;lt;!-- def name is SummonPitGate --&amp;gt;&lt;br /&gt;
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| 80&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Dreadmeld]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Death refusal&amp;quot;&lt;br /&gt;
! Death refusal {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Unnatural corpse]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! Philophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Chronophagy|Chronophagy]]&amp;lt;br/&amp;gt;[[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! Pleasure pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Golden cube]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! Neurosis pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! Blood rain {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.&lt;br /&gt;
| 50&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! Brainwipe {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Philophagy|Philophagy]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Serum synthesis&amp;quot;&lt;br /&gt;
! Serum synthesis {{AnomalyIcon}}&lt;br /&gt;
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Metalblood serum&amp;quot;&lt;br /&gt;
! Metalblood serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize metalblood serums that make the user more resistant to damage.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Metalhorror]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mind-numb serum&amp;quot;&lt;br /&gt;
! Mind-numb serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Juggernaut serum&amp;quot;&lt;br /&gt;
! Juggernaut serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Chimera]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul enhancements&amp;quot;&lt;br /&gt;
! Ghoul enhancements {{AnomalyIcon}}&lt;br /&gt;
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Ghoul infusion|Ghoul infusion]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul resurrection&amp;quot;&lt;br /&gt;
! Ghoul resurrection {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&amp;lt;br/&amp;gt;[[#Ghoul infusion|Ghoul enhancements]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc &amp;lt;!-- says serum but it's considered misc in defs --&amp;gt;&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Revenant invisibility&amp;quot;&lt;br /&gt;
! Revenant invisibility {{AnomalyIcon}}&lt;br /&gt;
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Disruptor flares|Disruptor flares]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. &lt;br /&gt;
&lt;br /&gt;
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. &lt;br /&gt;
&lt;br /&gt;
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. &lt;br /&gt;
&lt;br /&gt;
This may look something like this:&lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=164378</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=164378"/>
		<updated>2025-07-13T05:55:49Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Added research added in Odyssey DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=Book mechanics}}&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]] {{RoyaltyIcon}}, and [[Biotech DLC]] {{BiotechIcon}} require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. Research projects from the [[Anomaly DLC]] {{AnomalyIcon}} require the study of [[entities]] rather than standard research points. See the [[#Anomaly|Anomaly section]] for more details on Anomaly research projects.&lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Research can also be conducted by pawns reading [[schematic]]s, which can be obtained through [[trading]] or earned through [[quest]]s. The number of research points generated is based on the quality of the schematic. Research points from schematics are not affected by the faction's tech level, pawn's research speed, or the storyteller's research speed setting. Each schematic will contribute points to one or two research projects. These projects are chosen when the schematic item is generated and cannot be modified. Schematics will stop contributing research points once the associated project is completed. See [[schematic]]s for more detailed mechanics and analysis.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! Fishing {{OdysseyIcon}}&lt;br /&gt;
| Place [[zone]]s where your colonist can go fishing.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fishing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 8000&lt;br /&gt;
| 8000&lt;br /&gt;
| 16000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Security door&amp;quot;&lt;br /&gt;
! Security door {{AnomalyIcon}}&lt;br /&gt;
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Autodoor|Autodoor]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Turret pack&amp;quot;&lt;br /&gt;
! Turret pack {{AnomalyIcon}}&lt;br /&gt;
| Build a wearable pack that allows a user to deploy a battery-powered turret.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic gravtech&amp;quot;&lt;br /&gt;
! Basic gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build a gravship and use it to travel the planet. Launching a gravship will abandon your current map. You won't be able to return.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard gravtech&amp;quot;&lt;br /&gt;
! Standard gravtech {{OdysseyIcon}}&lt;br /&gt;
| Build complex gravship parts.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Standard gravtech|Standard gravtech]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orbital tech&amp;quot;&lt;br /&gt;
! Orbital tech {{OdysseyIcon}}&lt;br /&gt;
| Construct buildings and apparel that can protect against the harsh vacuum of space.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Orbital tech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy bridges&amp;quot;&lt;br /&gt;
! Heavy bridges {{OdysseyIcon}}&lt;br /&gt;
| Build heavy bridges that support heavy buildings. You can use this to build whole colonies on the water.&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hunter drones&amp;quot;&lt;br /&gt;
! Hunter drones {{OdysseyIcon}}&lt;br /&gt;
| Build traps and wearable packs that release hunter drones. These explosive drones pursue hostiles and detonate when within range.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Heavy bridges]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced gravtech&amp;quot;&lt;br /&gt;
! Growth vats {{OdysseyIcon}}&lt;br /&gt;
| Build advanced gravship parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Standard gravtech|Standard gravtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced gravtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beam weapons&amp;quot;&lt;br /&gt;
! Beam weapons {{OdysseyIcon}}&lt;br /&gt;
| Construct weapons that use gamma ray beams to burn through armor and ignite targets.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Pulse-charged munitions|Pulse-charged munitions]]&amp;lt;br/&amp;gt;[[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beam weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shuttle&amp;quot;&lt;br /&gt;
! Shuttle {{OdysseyIcon}}&lt;br /&gt;
| Build a shuttle which can be used for long distance travel or to reach orbit. This requires a shuttle engine which can be bought from orbital traders, salvaged from other shuttles, or obtained through quests.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Transport pod|Transport pod]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shuttle]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their [[colony]]. It is unlocked by investigating the &amp;quot;fallen monolith&amp;quot;. Certain [[buildings]] and [[gear]] require dark study in order to be built.&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
{{Stub|section=1|reason=This System has way more to it than just the projects itself. Also see [[containment]] for impact of strength on study. [[Entity Study Rate]]. [[Study Efficiency]]}} &amp;lt;!-- may be a good idea to split basic and advanced into two tables --&amp;gt; &amp;lt;!-- potentially make serums their own as well? --&amp;gt;&lt;br /&gt;
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, [[void monolith]] and [[obelisk]]s can't be moved and must be studied right where they spawn, while anomaly items such as [[golden cube]] or [[unnatural corpse]] can be moved to wherever you want to study them.&lt;br /&gt;
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the [[void monolith]] and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. Advanced study points convert into basic research if no advanced research is active, but basic study points never convert into advanced study points.&lt;br /&gt;
&lt;br /&gt;
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the [[voidsight serum]]. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.&lt;br /&gt;
&lt;br /&gt;
==== Void study ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.&lt;br /&gt;
&lt;br /&gt;
===Projects===&lt;br /&gt;
====Basic projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvesting {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite shaping&amp;quot;&lt;br /&gt;
! Bioferrite shaping {{AnomalyIcon}}&lt;br /&gt;
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite weaponry&amp;quot; &amp;lt;!-- for some reason its def name is BioferriteIgnition --&amp;gt;&lt;br /&gt;
! Bioferrite weaponry {{AnomalyIcon}}&lt;br /&gt;
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Void sculptures&amp;quot;&lt;br /&gt;
! Void sculptures {{AnomalyIcon}}&lt;br /&gt;
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Frenzy inducer&amp;quot;&lt;br /&gt;
! Frenzy inducer {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Sleep suppressor|Sleep suppressor]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Sleep suppressor&amp;quot;&lt;br /&gt;
! Sleep suppressor {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Containment content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Entity containment&amp;quot;&lt;br /&gt;
! Entity containment {{AnomalyIcon}}&lt;br /&gt;
| Build holding platforms and inhibitors to better contain [[Entities|entities]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Electroharvester&amp;quot;&lt;br /&gt;
! Electroharvester {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Disruptor flares&amp;quot;&lt;br /&gt;
! Disruptor flares {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity Containment]]&amp;lt;br/&amp;gt;[[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Proximity detector&amp;quot;&lt;br /&gt;
! Proximity detector {{AnomalyIcon}}&lt;br /&gt;
| Build a device that can detect invisible creatures.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| [[Sightstealer]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot; &amp;lt;!-- def name is BasicPsychicRituals --&amp;gt;&lt;br /&gt;
! Void provocation {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot; &amp;lt;!-- for some reason its def name is SummonAnimals --&amp;gt;&lt;br /&gt;
! Draw animals {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot; &amp;lt;!-- for some reason its def name is SummonShamblers --&amp;gt;&lt;br /&gt;
! Draw shamblers {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Shambler]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! Chronophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Psychophagy|Psychophagy]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! Psychophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! Skip abduction {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! Summon fleshbeasts {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| [[Fleshbeast]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Misc --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bliss lobotomy&amp;quot;&lt;br /&gt;
! Bliss lobotomy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Gorehulk]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul infusion&amp;quot;&lt;br /&gt;
! Ghoul infusion {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Deadlife dust&amp;quot;&lt;br /&gt;
! Deadlife dust {{AnomalyIcon}}&lt;br /&gt;
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Death pall]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Anomaly Research Points|A}} &amp;quot;The Anomaly&amp;quot; scenario starts with a single [[holding platform]] and [[proximity detector]]&lt;br /&gt;
&lt;br /&gt;
====Advanced projects====&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Entity Codex Requirement&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Bioferrite generator&amp;quot;&lt;br /&gt;
! Bioferrite generator {{AnomalyIcon}}&lt;br /&gt;
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Electroharvester|Electroharvester]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Insanity weaponry&amp;quot;&lt;br /&gt;
! Insanity weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| [[Nociosphere]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mutation weaponry&amp;quot;&lt;br /&gt;
! Mutation weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| [[Fleshmass nucleus]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Atmospheric heater&amp;quot;&lt;br /&gt;
! Atmospheric heater {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite generator|Bioferrite generator]]&lt;br /&gt;
| &lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Advanced psychic rituals --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Advanced psychic rituals&amp;quot;&lt;br /&gt;
! Advanced psychic rituals {{AnomalyIcon}}&lt;br /&gt;
| Perform advanced [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot; &amp;lt;!-- def name is SummonPitGate --&amp;gt;&lt;br /&gt;
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| 80&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Dreadmeld]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Death refusal&amp;quot;&lt;br /&gt;
! Death refusal {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Unnatural corpse]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! Philophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Chronophagy|Chronophagy]]&amp;lt;br/&amp;gt;[[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| &lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! Pleasure pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Golden cube]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! Neurosis pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! Blood rain {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.&lt;br /&gt;
| 50&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| [[Blood rain]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! Brainwipe {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Philophagy|Philophagy]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Serum synthesis&amp;quot;&lt;br /&gt;
! Serum synthesis {{AnomalyIcon}}&lt;br /&gt;
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Metalblood serum&amp;quot;&lt;br /&gt;
! Metalblood serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize metalblood serums that make the user more resistant to damage.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Metalhorror]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Mind-numb serum&amp;quot;&lt;br /&gt;
! Mind-numb serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| &lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Juggernaut serum&amp;quot;&lt;br /&gt;
! Juggernaut serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| [[Chimera]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul enhancements&amp;quot;&lt;br /&gt;
! Ghoul enhancements {{AnomalyIcon}}&lt;br /&gt;
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Ghoul infusion|Ghoul infusion]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Ghoul resurrection&amp;quot;&lt;br /&gt;
! Ghoul resurrection {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&amp;lt;br/&amp;gt;[[#Ghoul infusion|Ghoul enhancements]]&lt;br /&gt;
| [[Ghoul]]&lt;br /&gt;
| Misc &amp;lt;!-- says serum but it's considered misc in defs --&amp;gt;&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Revenant invisibility&amp;quot;&lt;br /&gt;
! Revenant invisibility {{AnomalyIcon}}&lt;br /&gt;
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Disruptor flares|Disruptor flares]]&lt;br /&gt;
| [[Revenant]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods. &lt;br /&gt;
&lt;br /&gt;
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc. &lt;br /&gt;
&lt;br /&gt;
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. &lt;br /&gt;
&lt;br /&gt;
This may look something like this:&lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When using a techprof persona core, bring up the research completed window.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=164376</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=164376"/>
		<updated>2025-07-13T04:31:59Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: I'm unsatisfied with the term &amp;quot;Orbital locations&amp;quot;. I've decided to call it &amp;quot;Orbit&amp;quot; but i still dont know of thats a better term. Theres also &amp;quot;Low Orbit&amp;quot;. The term &amp;quot;Orbit&amp;quot; seems more general, and we can talk about the oxygen mechanic as well&lt;/p&gt;
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| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The [[Odyssey DLC]] has been [https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ released] along side the [https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub Version 1.6] update!&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;Please be patient as we update, and consider helping us improve our coverage of content old and new by editing today!&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
|Image=RoyaltyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Ideology&lt;br /&gt;
|Label=Ideology&lt;br /&gt;
|Image=IdeologyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Reproduction|Pregnancy]] &amp;amp; [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] &amp;amp; [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation|Mech gestation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Anomaly&lt;br /&gt;
|Label=Anomaly&lt;br /&gt;
|Image=AnomalyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Research#Anomaly|Void study]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Monolith]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Entities]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Containment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psychic rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Odyssey&lt;br /&gt;
|Label=Odyssey&lt;br /&gt;
|Image=OdysseyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Gravship]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Landmarks]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orbit]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Unique weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Animals]] &amp;amp; [[Fishing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:0 0 47%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Items&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gear&lt;br /&gt;
|Label=Gear&lt;br /&gt;
|Image=CowboyHat.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Apparel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Resources&lt;br /&gt;
|Label=Resources&lt;br /&gt;
|Image=Woodlog_c.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Materials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Textiles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Food]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Research&lt;br /&gt;
|Label=Technology&lt;br /&gt;
|Image=LongRangeMineralScanner.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Deep drill]]ing&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Architect&lt;br /&gt;
|Label=Building&lt;br /&gt;
|Image=Granite blocks.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Zone]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Structure]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Power]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Security]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Misc]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Life&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Characters&lt;br /&gt;
|Label=Characters&lt;br /&gt;
|Image=Colonist.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Backstories]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Health]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Needs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Skills]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Social]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Plants&lt;br /&gt;
|Label=Flora&lt;br /&gt;
|Image=Alocasia a.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Decorative plants|Decorative]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Wild plants|Wild]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Character_Types&lt;br /&gt;
|Label=Fauna&lt;br /&gt;
|Image=Turkey.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Prisoners]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid]]s}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=163618</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=163618"/>
		<updated>2025-07-12T16:58:33Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: I've decided to base the page on the wiki page for the Endgame Ship, I think we should take inspiration from how concise it is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{For|the endgame ship|Ship}}&lt;br /&gt;
{{For|trade ships|Trade ship}}&lt;br /&gt;
&lt;br /&gt;
Gravships go Woooosh! &lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal and living introduced by the [[Odyssey DLC]]. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Grav engine]]&lt;br /&gt;
| [[file:Placeholder.png|100x|link=Gravship substructure]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Gravship hull]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Pilot console]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Small Chemfuel tank]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Large Chemfuel tank]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Small Thruster]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Large Thruster]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Grav field extender]]&lt;br /&gt;
| [[file:Placeholder.png|100px|link=Signal jammer]]&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Grav engine]]&lt;br /&gt;
| width=100px height=50px | [[Gravship substructure]]&lt;br /&gt;
| width=100px height=50px | [[Gravship hull]]&lt;br /&gt;
| width=100px height=50px | [[Pilot console]]&lt;br /&gt;
| width=100px height=50px | [[Small Chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Large Chemfuel tank]]&lt;br /&gt;
| width=100px height=50px | [[Small Thruster]]&lt;br /&gt;
| width=100px height=50px | [[Large Thruster]]&lt;br /&gt;
| width=100px height=50px | [[Grav field extender]]&lt;br /&gt;
| width=100px height=50px | [[Signal jammer]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&lt;br /&gt;
A functional gravship requires various parts in order to be spaceworthy. A gravship begins with a [[grav engine]], and various structures and walls can be connected to the grav engine via [[gravship substructure]] which acts as the floor of the gravship. Anything build on the connected substructure will be considered part of the ship and brought along upon launch.&lt;br /&gt;
&lt;br /&gt;
At the very minimum, a gravship requires only one [[small thruster]], one [[small fuel tank]], a [[pilot console]] and a grav engine with enough gravship substructure to connect all of the mentioned parts. A gravship of this calibre is able to travel between tiles of the world map akin to a portable [[transport pod]] or [[shuttle]], however, attempts to travel to locations in orbit without the protection of [[gravship hull]]s or [[vacsuit]]s will be met with a swift end.&lt;br /&gt;
&lt;br /&gt;
A list of fundamental parts are listed below:&lt;br /&gt;
* [[Grav engine]]&lt;br /&gt;
* [[Gravship substructure]]&lt;br /&gt;
* [[Pilot console]]&lt;br /&gt;
* [[Small chemfuel tank]] or [[Large chemfuel tank]]&lt;br /&gt;
* [[Small thruster]] or [[Large thuster]]&lt;br /&gt;
&lt;br /&gt;
A grav ship also comes with various limitations and constraints:&lt;br /&gt;
* A grav engine can only initially support up to 500 tiles of gravship substructure, all of which can only be built within a set radius of ''?19?'' tiles around the grav engine.&lt;br /&gt;
** This limitation can be improved using [[grav field extender]]s, each of which increases the max support of substructure by 250 tiles up to a maximum of 2000 via 6 grav field extenders, and each extender can further expand the initial radius of placable tiles beyond the inirial radius of the grav engine.&lt;br /&gt;
* Any substructure built beyond the limit supported by a grav engine will be left behind upon launch, this also includes anything or anyone standing on said substructure.&lt;br /&gt;
&lt;br /&gt;
When desiring to launch the gravship into [[orbit]], additional preparation is required in order to make the gravship spaceworthy in a sense that the crew can survive sufficiently in the absence of an atmosphere. The research [[Research#Orbital Tech|Orbital Tech]] will allow pawns to build [[orbital scanner]]s, [[oxygen pump]]s, and [[vacsuit]]s that protect against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
&lt;br /&gt;
===Obtaining a Gravship===&lt;br /&gt;
&lt;br /&gt;
To start building a gravship, a [[grav engine]] must be obtained either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. &lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be placed using [[gravlite tile]]s which will be given during the initial grav engine quest. Gravship substructure acts as the floor of the gravship and anything placed on the substructure of a functioning gravship will be taken to space as well. However, gravships have limitations on the total number of tiles of substructure that can be placed, initially supporting only 500 tiles, all of which can only be placed within a set radius around the grav engine. Both of these limitations can be reduced with [[grav field extender]]s which increases the max amount of substructure tiles supported, and extends the radius of placeable substructure beyond the initial radius of the grav engine. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch, these tiles will be highlighted in red to indicate that they are not supported, this is also true for substructure that are not connected to the grav engine. Before lau&lt;br /&gt;
&lt;br /&gt;
Grav ships are built around a grav engine and start with a limit of 500 tiles, and a ???? tile radius around the engine. &lt;br /&gt;
&lt;br /&gt;
Both the number of tiles and the available area of a gravship may be increased by using extenders. Extenders must be placed within the radius of the grav engine to - up to a maximum of 6 extenders, each providing a radius of ???? tiles and increasing the number of tiles by {{+|250}}(?), up to a maximum of 2000 tiles.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Take off ===&lt;br /&gt;
&lt;br /&gt;
Gravship Fails&lt;br /&gt;
Minor Crash - minor damage&lt;br /&gt;
Thruster Breakdown - components to thrusters&lt;br /&gt;
Overheated - longer cooldown for next launch&lt;br /&gt;
Nausea - ~4 hours of random vomiting&lt;br /&gt;
All same weight&lt;br /&gt;
&lt;br /&gt;
NegativeLandingOutcomeFromQualityCurve&lt;br /&gt;
CurvePoint(0f, 1f),&lt;br /&gt;
CurvePoint(0.5f, 0.25f),&lt;br /&gt;
CurvePoint(1f, 0.02f),&lt;br /&gt;
&lt;br /&gt;
LaunchCooldownFromQualityCurve&lt;br /&gt;
CurvePoint(0f, 600000f),&lt;br /&gt;
CurvePoint(0.25f, 300000f),&lt;br /&gt;
CurvePoint(0.5f, 120000f),&lt;br /&gt;
CurvePoint(0.8f, 30000f),&lt;br /&gt;
CurvePoint(1f, 20000f),&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
NAV and cats go here.&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gravship&amp;diff=163557</id>
		<title>Gravship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gravship&amp;diff=163557"/>
		<updated>2025-07-12T14:32:26Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: I added a sort of intro to gravships.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Gravships go Woooosh! &lt;br /&gt;
&lt;br /&gt;
'''Gravships''' are a new method of traversal introduced by the [[Odyssey DLC]]. To start building a gravship, a [[grav engine]] must be obtained either by beginning the game with the gravship start scenario, or obtaining the grav engine via a quest that will cause a grav engine to fall onto the map from space. The grav engine can then be inspected and reinstalled at a more convenient location in order to further expand it. &lt;br /&gt;
&lt;br /&gt;
To add structures and walls such as [[gravship hull]]s, [[gravship substructure]] must be placed underneath and must be connected to the grav engine. Gravship substructure can be placed using [[gravlite tile]]s which will be given during the initial grav engine quest. Gravship substructure acts as the floor of the gravship and anything placed on the substructure of a functioning gravship will be taken to space as well. However, gravships have limitations on the total number of tiles of substructure that can be placed, initially supporting only 500 tiles, all of which can only be placed within a set radius around the grav engine. Both of these limitations can be reduced with [[grav field extender]]s which increases the max amount of substructure tiles supported, and extends the radius of placeable substructure beyond the initial radius of the grav engine. Any attempt to build beyond the max supported limit of substructure will result in excess substructure, and anything placed upon them, to be left behind on launch, these tiles will be highlighted in red to indicate that they are not supported, this is also true for substructure that are not connected to the grav engine. &lt;br /&gt;
&lt;br /&gt;
Grav ships are built around a grav engine and start with a limit of 500 tiles, and a ???? tile radius around the engine. &lt;br /&gt;
&lt;br /&gt;
Both the number of tiles and the availablr area of a gravship may be increased by using extenders. Extenders must be placed within the radius of the grav engine to - up to a maximum of 6 extenders, each providing a radius of ???? tiles and increasing the number of tiles by ????, up to a maximum of 2000 tiles.&lt;br /&gt;
&lt;br /&gt;
If a gravship leaves a tile with no [[grav anchor]] installed, then the map will be deleted, and cannot be returned to. Any pawns left behind will be lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Take off ==&lt;br /&gt;
Gravship Fails&lt;br /&gt;
Minor Crash - minor damage&lt;br /&gt;
Thruster Breakdown - components to thrusters&lt;br /&gt;
Overheated - longer cooldown for next launch&lt;br /&gt;
Nausea - ~4 hours of random vomiting&lt;br /&gt;
All same weight&lt;br /&gt;
&lt;br /&gt;
NegativeLandingOutcomeFromQualityCurve&lt;br /&gt;
CurvePoint(0f, 1f),&lt;br /&gt;
CurvePoint(0.5f, 0.25f),&lt;br /&gt;
CurvePoint(1f, 0.02f),&lt;br /&gt;
&lt;br /&gt;
LaunchCooldownFromQualityCurve&lt;br /&gt;
CurvePoint(0f, 600000f),&lt;br /&gt;
CurvePoint(0.25f, 300000f),&lt;br /&gt;
CurvePoint(0.5f, 120000f),&lt;br /&gt;
CurvePoint(0.8f, 30000f),&lt;br /&gt;
CurvePoint(1f, 20000f),&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
NAV and cats go here.&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Starjack&amp;diff=163525</id>
		<title>Starjack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Starjack&amp;diff=163525"/>
		<updated>2025-07-12T13:26:38Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Starjack&lt;br /&gt;
| image = Starjack.png&lt;br /&gt;
| description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.&amp;lt;br/&amp;gt;Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;br/&amp;gt;As one of humanity's oldest xenotypes, starjack played a crucial role in the colonization of space. They are a common sight on deep-space stations and interstellar ships, where genetic modification is often a more cost-effective solution than upgrading spacecraft to support unaltered human physiology.&lt;br /&gt;
| short description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = &lt;br /&gt;
| factionless generation weight = &lt;br /&gt;
| combat power factor = &lt;br /&gt;
| genes = No hair, Facial Ridges, Sheer white skin, Cold tolerant, Heat tolerant, Vacuum resistant, Weak melee damage, Indoor dweller, Great Construction, Poor Melee, Awful Mining, Awful Plants, Awful Animals&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Starjack&lt;br /&gt;
| label = starjack&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Starjack&lt;br /&gt;
}}&lt;br /&gt;
'''Starjack''' are a [[Xenotypes|xenohuman]] breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to an being more adapted for zero-gravity environments, they make for terrible melee fighters.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,&lt;br /&gt;
&lt;br /&gt;
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;ref&amp;gt;[[Starjack]] [[xenotype]] description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Starjack have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a {{+|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Good|x90%}}.&lt;br /&gt;
&lt;br /&gt;
All starjack have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MinTemperatureSmallDecrease.png|64|Cold tolerant|Cold tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallIncrease.png|64|Heat tolerant|Heat tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene VacuumResistance.png|64|Vacuum resistant|Vacuum resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Weak melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene IndoorDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Cold tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Vacuum resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleBaldOnly.png|64|No hair|No hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FacialRidges.png|64|Facial ridges|Facial ridges}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[No hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Facial ridges]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PoorMelee.png|64|Poor melee|Poor melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatConstruction.png|64|Great construction|Great construction}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulPlants.png|64|Awful plants|Awful plants}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor melee]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great construction]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful plants]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a starjack, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install unstoppable onto a [[genie]] as part of an elaborate joke, unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=163438</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=163438"/>
		<updated>2025-07-12T09:02:39Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: I am unsure if we should separate Odyssey biomes from the Hot Temperate Cold classification. For now, for the ease of data acquisition before refinement, im adding a new subheader.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grows better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[Ruins|ruins]] (except in [[Quests#Ancient_Complex|ancient complex]] sites). [[Deep drill]]s cannot dig up stone chunks and [[moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Placeholder|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers:&lt;br /&gt;
* Movement Difficulty:&lt;br /&gt;
* Forageability&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency:&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[Placeholder|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers:&lt;br /&gt;
* Movement Difficulty:&lt;br /&gt;
* Forageability&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency:&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grasslands ===&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[Placeholder|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers:&lt;br /&gt;
* Movement Difficulty:&lt;br /&gt;
* Forageability&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency:&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plains ===&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
[[Placeholder|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers:&lt;br /&gt;
* Movement Difficulty:&lt;br /&gt;
* Forageability&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency:&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava fields ===&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[Placeholder|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers:&lt;br /&gt;
* Movement Difficulty:&lt;br /&gt;
* Forageability&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency:&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dirtmoles&amp;diff=163322</id>
		<title>Dirtmoles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dirtmoles&amp;diff=163322"/>
		<updated>2025-07-11T17:23:58Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: /* Genes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Dirtmole&lt;br /&gt;
| image = Dirtmole.png&lt;br /&gt;
| description = With gray skin adapted to artificial light, they thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance.&amp;lt;br/&amp;gt;After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.&lt;br /&gt;
| short description = With gray skin adapted to artificial light, dirtmoles thrive in cramped and dark spaces where combat and travel happen over short distances. They are naturals at digging and navigating complex tunnel structures. In the open, they suffer from a sensitivity to light, slow speed and poor eyesight at distance.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| inheritable = true&lt;br /&gt;
| nameMaker = NamerPersonDirtmole_Male&lt;br /&gt;
| nameMakerFemale = NamerPersonDirtmole_Female&lt;br /&gt;
| chanceToUseNameMaker = 1&lt;br /&gt;
| genes = Gray eyes, Light gray skin, Great Mining, Dark vision, Strong melee damage, Fast wound healing, Nearsighted, Intense UV sensitivity, Slow runner&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dirtmole&lt;br /&gt;
| label = dirtmole&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Dirtmole&lt;br /&gt;
}}&lt;br /&gt;
'''Dirtmoles''' are a [[Xenotypes|xenotype]], genetically engineered to live underground.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This [[xenotype]] is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless [[Lore#Planet types|urbworlds]].&lt;br /&gt;
&lt;br /&gt;
With [[Light gray skin|gray skin]] adapted to artificial light, they thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging, mining tasks, and navigating complex tunnel structures. In the open, however, they suffer from a [[Intense UV sensitivity|sensitivity to light]], [[Slow runner|slow speed]] and [[Nearsighted|poor eyesight]] at distance.&amp;lt;ref&amp;gt;[[Dirtmole]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a dirtmole. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|Dirtmole}}&lt;br /&gt;
&lt;br /&gt;
== Genes ==&lt;br /&gt;
Dirtmoles have a gene complexity of 10[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.&lt;br /&gt;
&lt;br /&gt;
All dirtmoles have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WoundHealingRateFast.png|64|Fast wound healing|Fast wound healing}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SlowMovespeed.png|64|Slow runner|Slow runner}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene IntenseUVSensitivity.png|64|Intense UV sensitivity|Intense UV sensitivity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Strong melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Nearsighted.png|64|Nearsighted|Nearsighted}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene IndoorDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fast wound healing]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Slow runner]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Intense UV sensitivity]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee damage]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Nearsighted]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dark vision]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GrayEyes.png|64|Red eyes|Gray eyes}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Light Gray.png|64|Light gray skin|Light gray skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gray eyes]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Light gray skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GreatMining.png|64|Great Mining|Great mining}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Dirtmoles are a simple xenotype, with well-defined strengths and weaknesses suited for mountain life. A combination of great mining, dark vision, and intense UV sensitivity all support this fact. A compact mountain base can mitigate the impact of nearsighted and slow runner. Strong melee is useful when fighting against [[infestation]]s. &lt;br /&gt;
&lt;br /&gt;
However, dirtmoles are not limited to the mountains. They can do any indoors task reasonably well, in any type of colony. Beyond slow runner and UV sensitivity, dirtmoles have no real work-related weaknesses. ​In combat, they can serve a melee role quite well. Their sight based penalty only impacts long range weapons as well, meaning they can wield shotguns without penalty. If so desired, you can place some [[roof]] outdoors to keep the sun out.&lt;br /&gt;
&lt;br /&gt;
Dirtmoles synergize well with the [[Tunneler (meme)|tunneler meme]],{{IdeologyIcon}} for rather obvious reasons. Tunneler allows dirtmoles to ignore cramped spaces and grow [[nutrifungus]] in a cave, while dirtmoles are great at mining and melee combat.&lt;br /&gt;
&lt;br /&gt;
Note that, as dirtmoles have no faction dedicated to them, opportunities to recruit dirtmoles are somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
Some of the more valuable genes dirtmoles have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Strong melee damage]] - A must for any melee pawns, offering a significant boost in combat effectiveness.&lt;br /&gt;
* [[Dark vision]] - Makes your pawns much more flexible in kiting and working.&lt;br /&gt;
* [[Great mining]] - Obviously very useful for miners.&lt;br /&gt;
* [[Nearsighted]] - Can be installed on [[brawler]]s, melee fighters, noncombatants, and anyone using a ranged weapon with a range under 26 tiles without penalty, giving a boost to metabolic efficiency. For a full list of unaffected ranged weapons, see {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Awkward wording in dirtmole description. ''This xenotype are known colloquially as dirtmoles'' -&amp;gt; ''This xenotype is known colloquially as the dirtmoles'' &lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Dirtmole.png]]}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Starjack&amp;diff=163321</id>
		<title>Starjack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Starjack&amp;diff=163321"/>
		<updated>2025-07-11T17:21:02Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: First draft of Starjack page. It does need both DLCs to appear it seems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Starjack&lt;br /&gt;
| image = Starjack.png&lt;br /&gt;
| description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios.&amp;lt;br/&amp;gt;Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;br/&amp;gt;As one of humanity's oldest xenotypes, starjack played a crucial role in the colonization of space. They are a common sight on deep-space stations and interstellar ships, where genetic modification is often a more cost-effective solution than upgrading spacecraft to support unaltered human physiology.&lt;br /&gt;
| short description = Engineered for life among the stars, starjack are built to withstand the unforgiving conditions of deep space living. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = &lt;br /&gt;
| factionless generation weight = &lt;br /&gt;
| combat power factor = &lt;br /&gt;
| genes = No hair, Facial Ridges, Sheer white skin, Cold tolerant, Heat tolerant, Vacuum resistant, Weak melee damage, Indoor dweller, Great Construction, Poor Melee, Awful Mining, Awful Plants, Awful Animals&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Starjack&lt;br /&gt;
| label = starjack&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Starjack&lt;br /&gt;
}}&lt;br /&gt;
'''Starjack''' are a [[Xenotypes|xenohuman]] breed engineered to be more effective space crew maintenance workers. They are well suited for construction work outside the safety of space stations in the vacuum of space where heat and cold tend to fluctuate. However, due to an being more adapted for zero-gravity environments, they make for terrible melee fighters.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Starjack are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,&lt;br /&gt;
&lt;br /&gt;
Starjack are designed for stellar living, thus are able withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjack spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.&amp;lt;ref&amp;gt;[[Starjack]] [[xenotype]] description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Starjack have a gene complexity of 11[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a {{+|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of {{Good|x90%}}.&lt;br /&gt;
&lt;br /&gt;
All starjack have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MinTemperatureSmallDecrease.png|64|Cold tolerant|Cold tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MaxTemperatureSmallIncrease.png|64|Heat tolerant|Heat tolerant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene VacuumResistant.png|64|Vacuum resistant|Vacuum resistant}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WeakMeleeDamage.png|64|Weak melee damage|Weak melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene IndoorDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Cold tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Heat tolerant]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Vacuum resistant]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Weak melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Indoor dweller]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HairStyleBaldOnly.png|64|No hair|No hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FacialRidges.png|64|Facial ridges|Facial ridges}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|FanGene SkinColor White.png|64|Sheer white skin|Sheer white skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[No hair]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Facial ridges]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Sheer white skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PoorMelee.png|64|Poor melee|Poor melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene GreatConstruction.png|64|Great construction|Great construction}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulMining.png|64|Awful mining|Awful mining}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulPlants.png|64|Awful plants|Awful plants}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor melee]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great construction]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful plants]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
&lt;br /&gt;
Remember that [[xenogerm]]s replace '''all''' xenogenes. If you implant a xenogerm into a starjack, all of their genes will be replaced. This also applies to certain other xenotypes. Don't install unstoppable onto a [[genie]] as part of an elaborate joke, unless you ''want'' to erase their other genes (or are prepared to replace them).&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dirtmoles&amp;diff=163320</id>
		<title>Dirtmoles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dirtmoles&amp;diff=163320"/>
		<updated>2025-07-11T16:18:55Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: /* Genes */ Updated Dirtmole with new genes added with 1.6. Still needs image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Dirtmole&lt;br /&gt;
| image = Dirtmole.png&lt;br /&gt;
| description = With gray skin adapted to artificial light, they thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance.&amp;lt;br/&amp;gt;After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.&lt;br /&gt;
| short description = With gray skin adapted to artificial light, dirtmoles thrive in cramped and dark spaces where combat and travel happen over short distances. They are naturals at digging and navigating complex tunnel structures. In the open, they suffer from a sensitivity to light, slow speed and poor eyesight at distance.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| inheritable = true&lt;br /&gt;
| nameMaker = NamerPersonDirtmole_Male&lt;br /&gt;
| nameMakerFemale = NamerPersonDirtmole_Female&lt;br /&gt;
| chanceToUseNameMaker = 1&lt;br /&gt;
| genes = Gray eyes, Light gray skin, Great Mining, Dark vision, Strong melee damage, Fast wound healing, Nearsighted, Intense UV sensitivity, Slow runner&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dirtmole&lt;br /&gt;
| label = dirtmole&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Dirtmole&lt;br /&gt;
}}&lt;br /&gt;
'''Dirtmoles''' are a [[Xenotypes|xenotype]], genetically engineered to live underground.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This [[xenotype]] is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless [[Lore#Planet types|urbworlds]].&lt;br /&gt;
&lt;br /&gt;
With [[Light gray skin|gray skin]] adapted to artificial light, they thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging, mining tasks, and navigating complex tunnel structures. In the open, however, they suffer from a [[Intense UV sensitivity|sensitivity to light]], [[Slow runner|slow speed]] and [[Nearsighted|poor eyesight]] at distance.&amp;lt;ref&amp;gt;[[Dirtmole]] [[xenotype]] description and short description&amp;lt;/ref&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a dirtmole. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|Dirtmole}}&lt;br /&gt;
&lt;br /&gt;
== Genes ==&lt;br /&gt;
Dirtmoles have a gene complexity of 10[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.&lt;br /&gt;
&lt;br /&gt;
All dirtmoles have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene WoundHealingRateFast.png|64|Fast wound healing|Fast wound healing}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SlowMovespeed.png|64|Slow runner|Slow runner}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene IntenseUVSensitivity.png|64|Intense UV sensitivity|Intense UV sensitivity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Strong melee damage}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Nearsighted.png|64|Nearsighted|Nearsighted}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene IndoorDweller.png|64|Indoor dweller|Indoor dweller}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fast wound healing]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Slow runner]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Intense UV sensitivity]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee damage]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Nearsighted]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dark vision]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GrayEyes.png|64|Red eyes|Gray eyes}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Light Gray.png|64|Light gray skin|Light gray skin}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gray eyes]]&amp;lt;/small&amp;gt; &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Light gray skin]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GreatMining.png|64|Great Mining|Great mining}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Great mining]]&amp;lt;/small&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Dirtmoles are a simple xenotype, with well-defined strengths and weaknesses suited for mountain life. A combination of great mining, dark vision, and intense UV sensitivity all support this fact. A compact mountain base can mitigate the impact of nearsighted and slow runner. Strong melee is useful when fighting against [[infestation]]s. &lt;br /&gt;
&lt;br /&gt;
However, dirtmoles are not limited to the mountains. They can do any indoors task reasonably well, in any type of colony. Beyond slow runner and UV sensitivity, dirtmoles have no real work-related weaknesses. ​In combat, they can serve a melee role quite well. Their sight based penalty only impacts long range weapons as well, meaning they can wield shotguns without penalty. If so desired, you can place some [[roof]] outdoors to keep the sun out.&lt;br /&gt;
&lt;br /&gt;
Dirtmoles synergize well with the [[Tunneler (meme)|tunneler meme]],{{IdeologyIcon}} for rather obvious reasons. Tunneler allows dirtmoles to ignore cramped spaces and grow [[nutrifungus]] in a cave, while dirtmoles are great at mining and melee combat.&lt;br /&gt;
&lt;br /&gt;
Note that, as dirtmoles have no faction dedicated to them, opportunities to recruit dirtmoles are somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
=== Gene extraction ===&lt;br /&gt;
Some of the more valuable genes dirtmoles have to [[gene extractor|extract]] are:&lt;br /&gt;
* [[Strong melee damage]] - A must for any melee pawns, offering a significant boost in combat effectiveness.&lt;br /&gt;
* [[Dark vision]] - Makes your pawns much more flexible in kiting and working.&lt;br /&gt;
* [[Great mining]] - Obviously very useful for miners.&lt;br /&gt;
* [[Nearsighted]] - Can be installed on [[brawler]]s, melee fighters, noncombatants, and anyone using a ranged weapon with a range under 26 tiles without penalty, giving a boost to metabolic efficiency. For a full list of unaffected ranged weapons, see {{#ask: [[Range::&amp;lt;26]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] | ?Range | limit = 0| searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Awkward wording in dirtmole description. ''This xenotype are known colloquially as dirtmoles'' -&amp;gt; ''This xenotype is known colloquially as the dirtmoles'' &lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Dirtmole.png]]}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=163319</id>
		<title>Xenotypes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=163319"/>
		<updated>2025-07-11T16:14:15Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Added Starjack. Also updated Dirtmole to have 10 complexity due to new Biotech Gene &amp;quot;Indoor Dweller&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
'''Xenotypes''', also known as '''xenohumans''', refer to the various subspecies of [[human]]. They have a different set of [[gene]]s, whether by adaptation or gene editing. There are 11 xenotypes found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. All xenotypes drop [[human meat]] and [[human leather]], no matter how foreign they may be.&lt;br /&gt;
&lt;br /&gt;
== List of xenotypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:6em | Xenotype !! Description !! Gene type  !! [[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] !! [[File:Complexity.png|20px|Complexity|link=Complexity]]&lt;br /&gt;
|-&lt;br /&gt;
! Baseliners&amp;lt;br&amp;gt;[[File:Baseliner.png|32px]]&lt;br /&gt;
| A naturally-evolved human with no significant genetic modifications. &lt;br /&gt;
| N/A || '''±0''' || 0 &lt;br /&gt;
|-&lt;br /&gt;
! Hybrids&amp;lt;br&amp;gt;[[File:Other.png|32px]]&lt;br /&gt;
| A genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || ''Varies'' || ''Varies'' &lt;br /&gt;
|-&lt;br /&gt;
! [[Dirtmoles]]&amp;lt;br&amp;gt;[[File:Dirtmole.png|32px]]&lt;br /&gt;
| Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Genies]]&amp;lt;br&amp;gt;[[File:Genie.png|32px]]&lt;br /&gt;
| Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|1}} || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Highmates]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px]]&lt;br /&gt;
| Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Hussars]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px]]&lt;br /&gt;
| Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|2}} || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Impids]]&amp;lt;br&amp;gt;[[File:Impid.png|32px]]&lt;br /&gt;
| Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Neanderthals]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px]]&lt;br /&gt;
| Ancient humans that are slow to move and slow to learn, but are incredibly tanky. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|2}} || 12&lt;br /&gt;
|-&lt;br /&gt;
! [[Pigskins]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px]]&lt;br /&gt;
| Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Sanguophages]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px]]&lt;br /&gt;
| Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 57&lt;br /&gt;
|-&lt;br /&gt;
! [[Starjack]]{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Starjack.png|32px]]&lt;br /&gt;
| Designed as workers suited for space environments, starjacks are more resilient to the effects of space but weak in melee combat.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|1}} || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Wasters]]&amp;lt;br&amp;gt;[[File:Waster.png|32px]]&lt;br /&gt;
| Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 13&lt;br /&gt;
|-&lt;br /&gt;
! [[Yttakin]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px]]&lt;br /&gt;
| Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Customization ==&lt;br /&gt;
{{For|full list of genes|Genes}}&lt;br /&gt;
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.&lt;br /&gt;
&lt;br /&gt;
There are 2 options available in this screen:&lt;br /&gt;
* Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).&lt;br /&gt;
* Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].&lt;br /&gt;
&lt;br /&gt;
Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype.&lt;br /&gt;
&lt;br /&gt;
== Ingame creation ==&lt;br /&gt;
{{Main|Genetics}}&lt;br /&gt;
Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.&lt;br /&gt;
&lt;br /&gt;
All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.&lt;br /&gt;
&lt;br /&gt;
== Xenotype Save file locations == &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Windows version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Xenotypes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Linux version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;macOS version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Xenotypes/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* An unused icon called 'grunter.png' [[File:Grunter.png|18px]] can be found in the game files. It's located in the same folder as the icons for the other xenotypes.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Xenotypes]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=163318</id>
		<title>Landmarks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=163318"/>
		<updated>2025-07-11T15:49:31Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
'''Landmarks''' are special named generated tiles on the world map that come with features that modify or add to the map when settled. The features may include natural landforms such as lakes, fjords, and atolls, or artificial structures such as abandoned colonies, ancient garrisons, and city ruins. Some features may also be modifiers rather than placed structures, such as higher fertility, fogginess, or higher levels of pollution.&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=163317</id>
		<title>Landmarks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=163317"/>
		<updated>2025-07-11T15:48:47Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Initial beginnings of the Landmarks page. Unsure if we should make it separate from the map generation pages. From what i've seen, the DLC has a really high amount of variety when it comes to landmarks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Landmarks''' are special named generated tiles on the world map that come with features that modify or add to the map when settled. The features may include natural landforms such as lakes, fjords, and atolls, or artificial structures such as abandoned colonies, ancient garrisons, and city ruins. Some features may also be modifiers rather than placed structures, such as higher fertility, fogginess, or higher levels of pollution.&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163316</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163316"/>
		<updated>2025-07-11T14:16:53Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Removed redundant Biomes link, added Fishing alongside Anima;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE____NOEDITSECTION____NOTOC__ &lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #9a7bc8&lt;br /&gt;
| image = [[File:OdysseyIcon.png|60px|link=Odyssey DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The [[Odyssey DLC]] has been [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ announced] and the [https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub Version 1.6] Beta is on the Unstable Branch!&amp;lt;br&amp;gt;Release Date: 11 July 2025!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Steam store page] • [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ Announcement] • [https://ludeon.com/blog/2025/06/odyssey-preview-1-map-features-landmarks-and-biomes/ Preview 1] • [https://ludeon.com/blog/2025/06/odyssey-preview-2-gravships-and-space/ Preview 2] • [https://ludeon.com/blog/2025/07/odyssey-preview-3-animals-training-and-fishing/ Preview 3] &amp;lt;/small&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:90%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/ Ludeon&amp;amp;nbsp;Studios]''', a Canadian-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br/&amp;gt; Read more about the game at [[About RimWorld]].&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; margin-left:9px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:100; max-width:850px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.&lt;br /&gt;
&lt;br /&gt;
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help update the wiki by editing today, [[Special:CreateAccount|sign up]] optional!&lt;br /&gt;
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].&lt;br /&gt;
&lt;br /&gt;
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], the [https://discordapp.com/invite/UTaMDWc #wiki-suggestions] channel on Discord, and the [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]].&lt;br /&gt;
&lt;br /&gt;
Please report things that may require administrator attention to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]]. We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1; display:grid; grid-template-columns:repeat(auto-fit, 200px);&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;darkmode-invert&amp;quot;&amp;gt;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]]&amp;lt;/span&amp;gt; [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Console Edition Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan on Twitter]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay 12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 Bay 12 forum thread]&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;h3&amp;gt;&amp;lt;b&amp;gt;Need some help? Check out the [[guides]] for information!&amp;lt;/b&amp;gt;&amp;lt;/h3&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Basics&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Modal Info Icon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[User interface]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Learning helper]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Lore]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Colony Building Guide|Colony Building]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quickstart Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Gameplay&lt;br /&gt;
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&amp;amp;#9642; [[Caravan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Environment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Research]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Time]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trade]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orders]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Label=Extras&lt;br /&gt;
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&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Save file]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Development mode]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mods]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Modding Tutorials|Modding tutorials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Cover]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drafting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Offense_tactics|Offense]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_structures|Structures]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_tactics|Tactics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Game_Creation&lt;br /&gt;
|Label=World&lt;br /&gt;
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&amp;amp;#9642; [[Scenario system]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[AI Storytellers|AI storytellers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[World generation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
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&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Label=Ideology&lt;br /&gt;
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&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
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&amp;amp;#9642; [[Reproduction|Pregnancy]] &amp;amp; [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] &amp;amp; [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation|Mech gestation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Label=Anomaly&lt;br /&gt;
|Image=AnomalyIcon.png&lt;br /&gt;
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&amp;amp;#9642; [[Research#Anomaly|Void study]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Monolith]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Entities]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Containment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psychic rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Gravship]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Landmarks]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orbital locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Unique weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Animals]] &amp;amp; [[Fishing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Apparel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Label=Resources&lt;br /&gt;
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&amp;amp;#9642; [[Materials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Textiles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Food]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Deep drill]]ing&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;amp;#9642; [[Zone]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Structure]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Power]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Security]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Misc]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Backstories]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Health]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Needs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Skills]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Social]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Plants&lt;br /&gt;
|Label=Flora&lt;br /&gt;
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&amp;amp;#9642; [[Decorative plants|Decorative]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Wild plants|Wild]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Label=Fauna&lt;br /&gt;
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|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Prisoners]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid]]s}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Factions&amp;diff=163197</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Factions&amp;diff=163197"/>
		<updated>2025-07-09T18:21:19Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: DLC comes with new faction called the Trader's Guild. More info on the faction's ideology may be needed. Also of note is a new Xenotype called the Starjack, will add to table later. Data for Traders Guild; Baseliner: 60% Starjack: 25% Genie: 10% Hussar 5%&lt;/p&gt;
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'''Factions''' are the main source of NPC interactions in RimWorld. They are organizations whose members may appear as [[visitor]]s, [[trader]]s, [[guest]]s, or [[raiders]] depending on the faction's type and relationship with the player's faction, or in their own [[faction base]]s around the map. For most factions, the [[#Faction relations|relationship]] between them and the player can vary depending on the actions the player takes. This can result in allies sending reinforcements or trade caravans, or new enemies to [[raid]] you. Other factions are permanently hostile and exist only to send attacks.&lt;br /&gt;
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Starting in version 1.3, specific factions can be added or removed from play before the planet is generated. As of version 1.4, up to 12 humanoid factions can be placed on the planet. [[Biotech]] replaces some of the starting factions with similar ones that feature different [[xenotypes]], but both types can still be placed manually.&lt;br /&gt;
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Human-led factions will also occasionally provide [[quests]].&lt;br /&gt;
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==Human-led factions==&lt;br /&gt;
Most factions are made up of humans, with settlements all over the world (and other worlds, in the case of empires).&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|center|An example of the different factions with leaders in version 1.1, including the Empire from the [[Royalty DLC]]. ]]&lt;br /&gt;
Human factions always have a leader, and are displayed by default in the faction tab.&lt;br /&gt;
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===Tribes===&lt;br /&gt;
{{Main|Tribes}}&lt;br /&gt;
''&amp;quot;These people have been here a very long time. Maybe their ancestors crashed here a thousand years ago. Maybe they survived some cataclysm that destroyed a technological civilization here. In any case, the tribals are a mostly nomadic people who live off the land using primitive tools and weapons. Despite their apparent technological weakness, the tribals can be dangerous enemies and valuable friends because of their skill with low-tech warfare, their numbers, and their hardiness.&amp;quot;''&lt;br /&gt;
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The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Galician, such as 'miñoca', 'legua', etc.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/2sm3ak/comment/cnslco5/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button&amp;lt;/ref&amp;gt; They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. &lt;br /&gt;
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This faction is a formidable ally and foe alike, and may start off as either of them. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
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==== Gentle tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe pursues a gentle way of life where they can. They are quite open to trade and alliances, even with strange peoples.&amp;quot;''&lt;br /&gt;
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Gentle tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
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==== Fierce tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe values warlike dominance; it may be difficult to turn them into an ally.&amp;quot;''&lt;br /&gt;
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Fierce tribes always start off hostile towards your colonists, as well as to all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
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In 1.0 or earlier, they used to be known as savage tribes.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this tribe will have a random ideoligion.&lt;br /&gt;
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===== Fierce Neanderthal Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;An unfriendly, territorial tribe of Neanderthals. They are open to peaceful trade, but are otherwise unfriendly and territorial. Warriors from their tribe won't hesitate to bash in the skulls of anyone they deem dangerous. Their numbers, and the extreme amounts of damage they absorb before falling make them serious foes despite their lack of technology and analytical ability. &lt;br /&gt;
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Having been on the planet for countless generations, they have no memory how they got here. They might be the descendants of a neanderthal service caste from a dead civilization, or even the leftovers from some ancient science experiment.&amp;quot;''&lt;br /&gt;
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With [[Biotech]] enabled, the Neanderthal Tribe is available as a subtype of the fierce tribe. Members of this faction will always be of the [[Neanderthal]] xenotype. This faction replaces the default &amp;quot;Fierce tribe&amp;quot; faction from the core game.&lt;br /&gt;
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==== Savage tribe ====&lt;br /&gt;
''&amp;quot;This particular tribe is driven by a blood-and-honor culture; you will not be able to ally with them!&amp;quot;''&lt;br /&gt;
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Savage tribes always start off hostile towards your colonists and all other factions. They are permanently hostile and cannot be befriended in any ways.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this tribe will always have an ideoligion with &amp;quot;Raider&amp;quot; as one of the Memes.&lt;br /&gt;
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===== Savage Impid Tribe =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A vicious tribe of yellow-skinned, fire-spewing impids. This particular tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Having been here for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.&amp;quot;''&lt;br /&gt;
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With [[Biotech]] enabled, the impid tribe is available as a subtype of the savage tribe. Members of this faction will always be of the [[impid]] xenotype. This faction replaces the default &amp;quot;Savage tribe&amp;quot; faction from the core game.&lt;br /&gt;
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==== Cannibal tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particularly vicious tribe believes eating the flesh of their enemies is a great honor.&amp;quot;''&lt;br /&gt;
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Optionally available as spawned faction at world creation, Cannibal tribes always starts off permanently hostile towards your colonist and all other factions, with no way of befriending them. &lt;br /&gt;
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These tribe will always have an ideoligion with &amp;quot;Cannibal&amp;quot; as one of the memes.&lt;br /&gt;
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==== Nudist tribe ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular tribe believes that covering one's body is wrong.&amp;quot;''&lt;br /&gt;
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Optionally available as spawned faction at world creation, Nudist tribes always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
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This tribe will always have an ideoligion with the &amp;quot;Nudist&amp;quot; meme.&lt;br /&gt;
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===Outlanders===&lt;br /&gt;
{{Main|Outlanders}}&lt;br /&gt;
''&amp;quot;These people have lived here for decades or centuries, and have lost most of the technology that brought them to this world. They usually work with simple machinery and defend themselves with advanced gunpowder weapons. They are concerned with the practical matters of trade, trust and survival.&amp;quot;''&lt;br /&gt;
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Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders may or may not be hostile. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as normal pirates, but rarely use high level gear such as [[sniper rifle]]s. Be nice to them and you will be rewarded, but anger them and you basically have another pirate group, except this one can be negotiated with.&lt;br /&gt;
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==== Civil outlander union ====&lt;br /&gt;
''&amp;quot;This particular group holds civil behavior in high regard.&amp;quot;''&lt;br /&gt;
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Civil outlander unions always start off neutral. This type of faction has a natural goodwill range from -50 to 50. If goodwill is over 50, it will fall by 0.4 per day. If goodwill is under -50, it will rise by 0.2 per day.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this faction's ideoligion will either have the Collectivist or Individualist meme. Any other memes are disallowed for this faction.&lt;br /&gt;
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==== Minor Civil Outlander Union ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
This union is self-generated faction that only appear during any of the quest &amp;quot;Outlander's Visit&amp;quot; and disappears after either all the pawns spawned from this faction dies from said quest, or they send the reward as thanks for letting them leave the place without getting them killed. It follows the same ideoligion as that of any Civil outlander union within the game, but any pawns that appears from this union from said quest will always follow the ideoligion of the relic they are visiting to venerate. They start off as neutral, but can become hostile if they are harmed by your faction's pawn.&lt;br /&gt;
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==== Rough outlander union ====&lt;br /&gt;
''&amp;quot;This particular group has a streak of barbarity in them.&amp;quot;''&lt;br /&gt;
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Rough outlander unions always start off hostile towards your colonists, as well as all other factions. This type of faction has a natural goodwill range from -100 to -80. If goodwill is over -80, it will fall by 0.4 per day. If goodwill is under -100, it will rise by 0.2.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this faction will always have the Supremacist meme.&lt;br /&gt;
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===== Rough Pig Union =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose union of hardy pigskin townships. They're willing to make friends, even with thinsnouts, but they're also ready to toss a bomb and gnaw human gristle when it suits them. Treat them with respect, and they'll offer a trotter to an ally in need. Turn against them and the last thing you hear might be a triumphant battle squeal.&amp;quot;''&lt;br /&gt;
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With [[Biotech]] enabled, the Rough Pig Union is available as a subtype of the rough outlander union. Members of this faction will always be of the [[pigskins|pigskin]] xenotype. This faction replaces the default &amp;quot;Rough outlander union&amp;quot; faction from the core game.&lt;br /&gt;
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==== Refugees ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
''&amp;quot;A group of outlander refugees claiming to have lost their home.&amp;quot;''&lt;br /&gt;
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A hidden outlander micro-faction created for each instance of the [[Quests#Refugee_Hospitality|Refugee Hospitality]] quest. It contains only the pawns involved in that quest and is used to handle their relations with the player colony.&lt;br /&gt;
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It is made up of pawns with the Outlander (95%) and Offworld (5%) [[backstories]]. They have an industrial tech level. The head of the faction is called the &amp;quot;Leader&amp;quot;.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, these refugees will have a random ideoligion.&lt;br /&gt;
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===Pirates===&lt;br /&gt;
{{Main|Pirates}}&lt;br /&gt;
''&amp;quot;A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other. Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
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Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[comms console]]). Pirates are the primary source of raids, usually attacking from the sides and occasionally dropping directly on your base. They kidnap incapacitated colonists if you leave them within reach, but do not kidnap your prisoners (exploit prevention vs players easing their leave).&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, this pirate gang will always have an [[ideoligion]] with &amp;quot;Raider&amp;quot; as one of the memes.&lt;br /&gt;
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==== Cannibal Pirate Gang ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
''&amp;quot;This particular gang of pirates are cannibals.&amp;quot;''&lt;br /&gt;
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Optionally available as spawned faction at world creation and much like the original pirates, these pirates cannot be negotiated in any ways and are permanently hostile towards every other faction.&lt;br /&gt;
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These gangs will always have an [[ideoligion|ideoligions]] with &amp;quot;Cannibal&amp;quot; as one of the Memes.&lt;br /&gt;
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==== Yttakin Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.&amp;quot;''&lt;br /&gt;
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With [[Biotech]] enabled, the Yttakin Pirates are available as a pirate band. Members of this faction will always be of the [[yttakin]] xenotype. This faction, along with the waster pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
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==== Waster Pirates ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
''&amp;quot;A loose collection of violent pirate bands made up primarily of wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.&amp;quot;''&lt;br /&gt;
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With [[Biotech]] enabled, the Waster Pirates are available as a pirate band. Most members of this faction will be of the [[waster]] xenotype. This faction, along with the yttakin pirates, replaces the default pirate faction from the core game.&lt;br /&gt;
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=== Empire ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{main|Empire}}&lt;br /&gt;
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An ultratech refugee society from another planet, organized along feudal lines. They lived for thousands of years in a stable multi-planet empire with a strict caste system, an intricate code of warrior ethics, and enforced cultural stasis. Invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will refuse to trade with anyone who lacks the appropriate royal title.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, the Empire will always have the Loyalist and Collectivist memes.&lt;br /&gt;
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=== Traders Guild ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{main|Traders Guild}}&lt;br /&gt;
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''&amp;quot;A loose coalition of orbital traders. Together they form an orbital marketplace that buys and sells goods from around the planet. Orbital traders will also buy goods from the occasional interplanetary trading vessel, giving them access to rare technologies. These merchants are rarely found on the planet itself, preferring to live in the safety of their orbital platforms&amp;quot;''&lt;br /&gt;
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==Leaderless factions==&lt;br /&gt;
These factions don't have a single leader, but they still show up in the game. Usually, these factions are associated with raids and other negative events.&lt;br /&gt;
[[File:HiddenFactions.png|700px|thumb|center|An example of hidden factions in 1.1]]&lt;br /&gt;
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===Mechanoids===&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
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The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in five forms:  [[Centipede]]s, [[Lancer]]s, [[Pikeman|Pikemen]], [[Scyther]]s and [[Termite]]s.&lt;br /&gt;
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Centipedes are the Mechanoids' heavy units, equipped with a [[minigun]], [[inferno cannon]], or [[heavy charge blaster]], as well as remarkably tough armor. Centipedes are capable of dealing a great amount of damage to your colony. Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements. They move very slowly, making hit-and-run or kiting attacks possible.&lt;br /&gt;
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Scythers are the Mechanoids' melee units. They use special scyther blades that are attached to their bodies and cannot be removed. They are very deadly in hand-to-hand combat, and it's easy to lose limbs to a scyther. They are best engaged from a distance.&lt;br /&gt;
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Lancers are the Mechanoids' light ranged units, equipped with a [[charge lance]]. Lancers can deal a great amount of damage per shot with their weapons, and their range means that they can attack [[mini-turret]]s without retaliation. Their primary purpose is to pick off defenders. If possible, take them out first, as their weapons can do significant and possibly lethal damage in the first shot if not stopped in time.&lt;br /&gt;
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Pikemen are the Mechanoids' snipers, equipped with a [[needle gun]]. They deal low damage per shot but have immense range and accuracy. They do pathetic damage in melee and can be quickly dispatched with a single melee pawn.&lt;br /&gt;
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Termites are the Mechanoids' breachers, equipped with a [[thump cannon]]. While they do not do as much damage towards a colonist compared to other mechanoids, their weapons are a giant bane towards most of the structure, particularly walls. The damage done to any structures are incredibly devastating, and they are often accompanied by nearby mechanoids which only attacks within range or for the scyther's case, proximity of any hostile. If the termites are killed, any mechanoids following it will immediately seek and kill/destroy hostile targets.&lt;br /&gt;
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Once killed, all Mechanoids leave a corpse which can be broken down at a [[machining table]] for metal and components. &lt;br /&gt;
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A Mechanoid attack can easily destroy an unprepared colony. They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face. Mechanoids are the enemies of the [[Events|&amp;quot;Ancient Ship Crash&amp;quot; event]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
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===Insectoids===&lt;br /&gt;
{{Main|Insectoids}}&lt;br /&gt;
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These insectoids appear after the event &amp;quot;Infestation&amp;quot; or &amp;quot;Too Deep: Infestation&amp;quot; in tiles with overhead mountain as the roof. This can be viewed using the roof view tool at the bottom right of the screen. They include the [[spelopede]], the [[megaspider]], and the [[megascarab]]. Unlike Mechanoids, the Insectoids build bigger bases than a poison/psychic ship(similar to mechanoid clusters) and the hives act like the Mechanoid assembler. While the mechanoid assembler produces nothing but mechanoids, the hives produce [[Insect jelly|insect jelly]]. Insectoids will have to dig areas under mountains to expand. These infestations act like sieges.&lt;br /&gt;
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===Ancients===&lt;br /&gt;
{{Main|Ancients}}&lt;br /&gt;
Ancients are another unlisted faction, comprised of ancient soldiers that are found within cryptosleep caskets that may be found inside [[ancient shrine]]s. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack, as the ancient soldiers are frequently hostile. Ancient soldiers often wield high-tech weaponry and powerful armor, making them very dangerous. However, since they typically have low recruitment difficulty, managing to subdue them can quickly yield skilled colonists. Ancient soldiers formerly fell under the Spacer faction, and were known as Space soldiers.&lt;br /&gt;
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If [[Ideology]] DLC is enabled in the game, the Ancients will always follow the last ideoligion in the list, which is white in colour and has the Loyalist, Transhumanist and Human primacy memes by default.&lt;br /&gt;
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=== Entities ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
All hostile entities make up an unlisted faction, simply referred to as &amp;quot;Dark entities&amp;quot;. They can vary from basic entities like [[Shambler]]s, [[Ghoul]]s, and [[Fleshbeast]]s, up to more advanced ones such as [[Revenant]]s and [[Metalhorror]]s. Hostile [[Creepjoiner]]s and aggressive duplicates may also be assigned to this faction. The dark entities are permanently hostile to all other factions, with the exception of [[Insectoids]].&lt;br /&gt;
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=== Horax cult ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Horax cult}}&lt;br /&gt;
Horax cults, always given the name &amp;quot;The Servants of Horax&amp;quot; are an unlisted faction, comprised of crazed cultists that has the capability of conducting psychic rituals upon raiding the colony multiple times. They have the capability of either causing Skip abductions, or drawing out [[Fleshbeast]]s from their ritual if not dealt with. While they usually come equipped with Neolithic-based equipment, some of the cultist may have additional appendages when arriving under siege.&lt;br /&gt;
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=== Minor &amp;quot;Gentle&amp;quot; Tribe ===&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
These tribes are self-generated faction that only appears during any of the subquest &amp;quot;The Villager's&amp;quot; for &amp;quot;The &amp;lt;RELIC&amp;gt; of &amp;lt;IDEOLOGION&amp;gt;&amp;quot; and disappears completely after the sub-quest is concluded. They start off as neutral, but should any of the following action be taken:&lt;br /&gt;
* Attacking any of the tribe members, even if indirect&lt;br /&gt;
* Attempting to hack the terminal&lt;br /&gt;
* Wait for more than 10 hours in their map&lt;br /&gt;
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They will immediately become hostile and start attacking.&lt;br /&gt;
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A giant wave of them will also arrive from the edges within 2 hours should you take too long to send your colonist away after hacking the terminal.&lt;br /&gt;
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==Factionless humans==&lt;br /&gt;
There are two types of humans who don't have a faction:&lt;br /&gt;
* '''Space refugees''' land in crashed transport pods.  They will be injured on landing and can be rescued or imprisoned. &lt;br /&gt;
* '''Wild men / women''' wander in from time to time.  They can be recruited by assigning a colonist to tame them.&lt;br /&gt;
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In both case, if [[Ideology]] DLC is enabled in the game, these will always appear with randomized Ideoligions and have no set ideoligions as a whole.&lt;br /&gt;
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== Faction naming ==&lt;br /&gt;
Each on-world faction has a randomly generated name for it.&lt;br /&gt;
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*Outlanders have more peaceful and political names such as 'pan-global covenant', 'confederation', or simply a randomly put-together name.&lt;br /&gt;
*Tribals tend to use their natural environment, including words like 'mountain' in their names. They may also use Galician words.&lt;br /&gt;
*Pirates generate more 'badass' and violent names. They also tend to use intimidating or predatory animal or weapon names.&lt;br /&gt;
*Mechanoids always generate with a short, futuristic-sounding name followed by 'mechhive'.&lt;br /&gt;
*The Empire{{RoyaltyIcon}} will generate with an imperial-sounding name, being referred to as an 'Empire', 'Dominion' or 'Imperium', for example.&lt;br /&gt;
*Waster pirates{{BiotechIcon}} will use trash words, such as 'garbage', 'filth', or 'venom', followed by a collective noun such as 'crew' or 'party'.&lt;br /&gt;
*Pig unions{{BiotechIcon}}, impid tribes{{BiotechIcon}}, and yttakin pirates{{BiotechIcon}} will use names similar to that of their respective xenotypes.&lt;br /&gt;
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Some factions will always generate with a fixed name.&lt;br /&gt;
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*Insect genelines will always generated with the name 'Sorne Geneline'.&lt;br /&gt;
*Ancients, both neutral and hostile, always generate with the name 'Ancients'.&lt;br /&gt;
*Cultists{{AnomalyIcon}} will always use the name 'The Servants of Horax', and additionally, if [[Ideology]] is active, they will always generate with a fixed [[ideoligion]] named 'Nightmare Deep'.&lt;br /&gt;
**Despite this being their in-game name, the letter label used to inform of their arrival simply states 'Raid: Horax cultists'.&lt;br /&gt;
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Since Alpha 16, the faction name generator has been changed to generate more varied and interesting names, and is now separate from name generation of settlements.&lt;br /&gt;
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== Faction bases ==&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
Factions have many bases generated when the world is created, which can be traveled to by forming a [[caravan]] or launching [[transport pod]]s. Going to neutral or friendly factions will initiate a trade. Sending them to a hostile faction will start an assault on that base, which can be destroyed once the enemy flees. Then you have 24 hours to collect all the items you want before a caravan is automatically created to leave.&lt;br /&gt;
&lt;br /&gt;
Destroying all bases of a Faction effectively eradicates them.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32761.msg340417#msg340417&amp;lt;/ref&amp;gt; A defeated faction cannot send raids or appear in quests.&lt;br /&gt;
&lt;br /&gt;
== Faction relations ==&lt;br /&gt;
{{Stub|section=1|reason=1) How does the weighting towards default goodwill work 2) How is goodwill from gifts calculated (via drop pod to faction base, by human to faction base, by human to trader - see FactionGiftUtility}} &lt;br /&gt;
In RimWorld, one of the key gameplay features is the raids by enemy factions. When a new world is generated, various factions within the world are also added. These factions have varying relationships with your colony, and all of them may be your enemy from the start. As time progresses and your colony accumulates more wealth and grows larger, it may be a good idea to attempt to improve these relationships to even eventually have an ally to call upon in the worst of times.&lt;br /&gt;
&lt;br /&gt;
=== Relationship status ===&lt;br /&gt;
&lt;br /&gt;
There are three levels of relations that you can be with others; '''hostile''', '''neutral''' and '''ally'''.  Different types of factions (e.g. outlander, gentle tribal, savage tribal, etc.) have different default levels, and any changed relations will tend to, slowly, gravitate back toward that default. This means that you not only need to change the '''goodwill''' between your colonists and another faction to change your status with that faction, but you must then also maintain it if you wish to continue with that newfound status (and some factions are harder than others to maintain).&lt;br /&gt;
&lt;br /&gt;
Your current status with any faction on the map can be seen by clicking the (unlabeled) &amp;quot;Factions&amp;quot; icon (bottom of screen, far right, next to the Menu icon).&lt;br /&gt;
&lt;br /&gt;
*'''Hostile''' factions send raids towards your base. They are not interested in trade of any kind.&lt;br /&gt;
*'''Neutral''' factions can be traded with if you or they visit the other with a [[caravan]], but will not respond to any [[comms console]] requests.&lt;br /&gt;
*'''Allied''' factions, in addition to trading, may send military assistance to bolster your defenses, as well as leave gifts in return. They will also respond to comms console requests for specific [[traders]], and (for non-tribals) emergency military aid.&lt;br /&gt;
&lt;br /&gt;
To turn a hostile faction neutral, you must increase goodwill above 0. For a neutral faction to turn hostile, goodwill must decrease below -75. To make a neutral faction your ally, you must increase goodwill above 75, in which case they will remain allies until it reaches 0. The maximum goodwill possible is +100. Note that all [[Tribes#Savage_tribe|Savage tribes]] and [[Pirates]] factions have their Goodwill locked at -100, so any gestures to improve relations are wasted; they will remain &amp;quot;Hostile&amp;quot; throughout the game, immune to your best efforts.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relations ===&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to boost relations with factions. Note that none of these work on pirates or savage tribes.&lt;br /&gt;
&lt;br /&gt;
* Via [[Events]]:&lt;br /&gt;
** Rescue one of their fallen faction members, take them in as a [[guest]] and treat them. They may have been part of an [[Events#Transport_pod_crash|event]], or a fallen [[visitor]] or [[trader]], but you didn't (directly) cause their injuries.  Returning a faction member in “good health” to the edge of the map and effectively to the faction members will improve the goodwill by +16. This means the member must be fully treated at that time, but it does not matter if he has not fully healed, has permanent health damage such as scars or removed organs, or is sick. (As of Update 1.4.3704, rescuing fallen faction members does not improve good will. It is unclear if this is a bug or intentional)&lt;br /&gt;
** [[Events#Bandit camp opportunity|Destroying raider outposts]] bothering another faction improves relations by 8 and comes with a material reward, for each outpost destroyed.&lt;br /&gt;
** Fulfilling [[Events#Caravan request|trade requests]], at a rate of +12 per request.&lt;br /&gt;
* Destroying faction bases of mutual enemies gives +20 goodwill.&lt;br /&gt;
* Returning a [[prisoner]] usually gives a +12 boost, or +15 if the shift moves relations toward &amp;quot;natural goodwill&amp;quot; (viewable in the [Factions] tab, bottom right of the screen). However, for factions that are &amp;quot;always hostile&amp;quot; (i.e. [[pirates]] and [[savage tribe]]s), there is never any relation bonus.&lt;br /&gt;
* Trading will also boost relationships, at a rate of +1 per 500 silver traded.&lt;br /&gt;
* Sending them gifts can help improve relations, at a variable rate of +1 per 40-160 silver/market value gifted depending on current goodwill with lower goodwill corresponding to a lower silver cost.&lt;br /&gt;
* Performing [[Ritual]]s with the &amp;quot;Nearby faction goodwill&amp;quot; reward, giving either +10 or +20 to the faction closest the settlement {{Check Tag|offsite?|does performing the ritual in worksite camps or destroyed faction settlements give goodwill to the nearest faction for that tile}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legacy methods: &lt;br /&gt;
:* In Beta 18 or earlier, you can contact them on the [[comms console]] and give them 300 silver for +13 base goodwill boost (greatly depends on social skill and talking ability) if you have at least -70 rep.&lt;br /&gt;
:* In 0.19/1.0, you can give gifts by giving them to incoming trader caravans, send caravans to offer them, or send them via [[transport pod]] to their faction bases. The goodwill boost is proportional to the market value of the gifts given, with 160 worth of items or silver providing +1 rep boost.&lt;br /&gt;
&lt;br /&gt;
=== Damaging Relations ===&lt;br /&gt;
&lt;br /&gt;
There are several ways to make an enemy out of a faction, most being unintentional. &lt;br /&gt;
&lt;br /&gt;
#When you call for reinforcements from an ally, this damages relations. However, this alone is unable to make a faction hostile to you as below a certain goodwill threshold, allied factions will not accept requests for military aid.&lt;br /&gt;
#Arresting a visiting faction member will set relations to -75 (Hostile), instantly making enemies out of any remaining faction members on the map.  If they were already leaving, however, they will continue to do that instead of attacking you.&lt;br /&gt;
#Removing organs or limbs without a valid reason (such as infection) also lowers goodwill by 20. Extracting [[Hemogen|hemogen]] {{BiotechIcon}} from a prisoner lowers reputation by 1, although Bloodfeeding does not damage reputation.&lt;br /&gt;
#If visiting allies and animals are injured or killed from non-hostile faction sources such as animals or traps, this will damage relations by -5 for each dead member. While it may not seem fair that relations are damaged when friendlies are harmed by something beyond the player's direct control, the game is behaving correctly.&amp;lt;ref&amp;gt;https://ludeon.com/forums/index.php?topic=32929.msg339784#msg339784&amp;lt;/ref&amp;gt; Hostile factions are not affected, and attacks from pirates won't greatly damage relations.&lt;br /&gt;
#Settling near a faction base (4 or fewer tiles away) will continuously damage relations every quadrum- the closer you are the more reputation damage every quadrum.&lt;br /&gt;
#Stripping a downed pawn will damage relations with their faction by 40 points. Dropped weapons and other items can be collected without penalty. Corpses can also be stripped without penalty.&lt;br /&gt;
#Casting hostile or neutral [[psycasts]]{{RoyaltyIcon}} on the members of a neutral or allied faction will damage your relation with them. The relation will be damaged even if the pawn was temporarily under your control for the purpose of a quest. In some cases, this may seem very unfair. For example, casting Skip on a downed ally to rescue them without exposing your own colonist to enemy fire will damage your relation with their faction. &lt;br /&gt;
#Dumping [[Toxic wastepack|toxic wastepacks]] {{BiotechIcon}} via drop pod or caravan will harm relations, and potentially cause them to retaliate with sending wastepacks back.&lt;br /&gt;
#Performing a [[Psychic ritual]] on a faction's pawn will damage goodwill. {{Check Tag|how much?}}&lt;br /&gt;
&lt;br /&gt;
Prior to 1.0 hitting faction members by accident also caused relation damage.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
{{for|strategies for defense against raids|Defense tactics}}&lt;br /&gt;
{{for|strategies for attacks against hostile factions|Offense tactics}}&lt;br /&gt;
A faction's relationship with you in the game will determine how they interact with your colony, be it anything from just passing by to a full-scale attack.&lt;br /&gt;
&lt;br /&gt;
=== Raids ===&lt;br /&gt;
Of course, one of the things that an enemy will do is attempt to raid your colony. The more they do it, and the richer you are, the stronger the attacks become as time progresses. For a detailed explanation as to what can happen, visit the page [[Raiders]].&lt;br /&gt;
&lt;br /&gt;
==== Leader Assault ====&lt;br /&gt;
Occasionally the faction leader will direct the assault on your base in person. Killing them will grant a mood boost to the whole colony and will trigger a 'Leader replaced' event. If you capture and successfully recruit them, they will also be replaced.&lt;br /&gt;
&lt;br /&gt;
=== Faction Assistance ===&lt;br /&gt;
Normally, this event will only occur if the player triggers it by asking for help in the comms console. Your allies will then spawn in a varying amount of troops near the edge of the map, making their way toward your base. The moment one of ''their'' enemies is spotted, they will begin to enter defensive positions and attack them. If they survive, they will then leave the map after a period of time.  Allies might also send help on their own. If enemies appear on your map, allied Factions can occasionally send military aid to help you out without losing any relation points or silver.  Note that rescuing any downed allies is a good way to keep relations high with them.&lt;br /&gt;
&lt;br /&gt;
=== Travelers ===&lt;br /&gt;
This is when a friendly or neutral faction's members pass by the colony on their way from one end of the map to the other. The only time they spend on the map is walking from one end of it to another to then leave the map. Nothing special about that.&lt;br /&gt;
&lt;br /&gt;
They will fight if they happen to encounter any hostiles while passing by.&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
This is when a group of people or a single person makes their way from the edge of the map where they spawned to your colony to just mill around there for a while and then leave the way they came. Sometimes they may have a few items to trade.&lt;br /&gt;
&lt;br /&gt;
This has no impact on relations with the faction, but can be nice if a common enemy attempts to raid you while they are there.&lt;br /&gt;
&lt;br /&gt;
=== Trade Caravan ===&lt;br /&gt;
This is when a group of people come to [[trade]] with your colony. They often come with pack animals, and more goods and money to trade with than regular visitors.&lt;br /&gt;
&lt;br /&gt;
They can come on their own randomly, or be called to visit through the use of a [[comms console]]. Doing so will cost 15 goodwill (or 700/1100 silver prior to 1.0). They take two days to arrive, and you can call one per faction every four days.&lt;br /&gt;
&lt;br /&gt;
Factions tend to have trade items based on their [[Lore#Tech_levels|tech level]], though this is not an absolute rule.&lt;br /&gt;
&lt;br /&gt;
* See [[Trade#Types_of_traders|Trade/Types of traders]] for more information&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
New events implemented in Alpha 17. They usually require you go somewhere in order to claim a reward.&lt;br /&gt;
&lt;br /&gt;
After finishing a quest, there are 60 hours for you to reform your caravan before enemy reinforcements arrive.&lt;br /&gt;
&lt;br /&gt;
== Xenotypes and Factions ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
&lt;br /&gt;
With Biotech pawns belonging to a type of faction have different chances to be of a certain Xenotype. Pawns coming from Tribes, and from every &amp;quot;Xenotype&amp;quot;-Faction except for the Waster pirates always belong to just one Xenotype (Tribes to the Baseliner Xenotype, and the other factions to their respective xenotypes), while the pawns from the other factions are more varied.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Baseliner !! [[Hussar]] !! [[Dirtmole]] !! [[Genie]] !! [[Neanderthal]] !! [[Pigskin]] !! [[Impid]] !! [[Yttakin]] !! [[Waster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Civil outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Civil outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Civil outlander union|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough outlander union]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough outlander union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough outlander union|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rough pig union]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Rough pig union|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Hussar}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Genie}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Impid}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Rough pig union|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gentle tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Gentle tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Gentle tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nudist tribe]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Nudist tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Nudist tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fierce neanderthal tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Fierce neanderthal tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage tribe]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Savage impid tribe]]{{BiotechIcon}} &lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Savage impid tribe|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Hussar}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Genie}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Impid}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Savage impid tribe|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pirate gang]]&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Pirate gang|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yttakin pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Yttakin pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Yttakin pirates|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Waster pirates]]{{BiotechIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Waster pirates|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Hussar}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Genie}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Impid}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Waster pirates|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cannibal pirate gang]]{{IdeologyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Hussar}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Genie}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Impid}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Yttakin}}}} || {{%|{{Faction Xenotype Chance|Cannibal pirate gang|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shattered empire]]{{RoyaltyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Shattered empire|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Hussar}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Genie}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Impid}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}} || {{%|{{Faction Xenotype Chance|Shattered empire|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horax cult]]{{AnomalyIcon}}&lt;br /&gt;
| {{%|{{Faction Xenotype Chance|Horax cult|Baseliner}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Hussar}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Dirtmole}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Genie}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Neanderthal}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Pigskin}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Impid}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}} || {{%|{{Faction Xenotype Chance|Horax cult|Waster}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Dark Entities (Shamblers){{AnomalyIcon}}&lt;br /&gt;
| 70% || 5% || 10% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5% || 2.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Raider]]s now come from specific factions. Pawns of warring factions now fight. Pawns now spawn with backstories from appropriate spawn category for their faction. Tribals now have tribal specific names. Faction relations change over time. Faction relations now measured on a -100 to 100 scale instead of 0-100. Roughed in a way to call allies for combat aid. If they like you enough, they’ll send a group of friendly fighters to help you. Friendly factions will not help you fight their own friends. Groups from non-hostile factions visit the colony&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - trade caravan from other factions added.&lt;br /&gt;
* 1.1 - Faction icons are now differentiated by shape as well as color, to help out colorblind players. Added confirmation dialog before attacking friendly factions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When a faction is defeated the faction goodwill number and relation label overlap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
{{nav|factions}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163196</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163196"/>
		<updated>2025-07-09T18:08:06Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor fix for &amp;quot;Space&amp;quot;. Changed to &amp;quot;Orbital locations. Maybe could be called &amp;quot;Planet Orbit&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE____NOEDITSECTION____NOTOC__ &lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #9a7bc8&lt;br /&gt;
| image = [[File:OdysseyIcon.png|60px|link=Odyssey DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The [[Odyssey DLC]] has been [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ announced] and the [https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub Version 1.6] Beta is on the Unstable Branch!&amp;lt;br&amp;gt;Release Date: 11 July 2025!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Steam store page] • [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ Announcement] • [https://ludeon.com/blog/2025/06/odyssey-preview-1-map-features-landmarks-and-biomes/ Preview 1] • [https://ludeon.com/blog/2025/06/odyssey-preview-2-gravships-and-space/ Preview 2] • [https://ludeon.com/blog/2025/07/odyssey-preview-3-animals-training-and-fishing/ Preview 3] &amp;lt;/small&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
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&amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/ Ludeon&amp;amp;nbsp;Studios]''', a Canadian-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br/&amp;gt; Read more about the game at [[About RimWorld]].&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.&lt;br /&gt;
&lt;br /&gt;
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help update the wiki by editing today, [[Special:CreateAccount|sign up]] optional!&lt;br /&gt;
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].&lt;br /&gt;
&lt;br /&gt;
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], the [https://discordapp.com/invite/UTaMDWc #wiki-suggestions] channel on Discord, and the [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]].&lt;br /&gt;
&lt;br /&gt;
Please report things that may require administrator attention to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]]. We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br/&amp;gt;&lt;br /&gt;
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:&amp;amp;#9642;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;darkmode-invert&amp;quot;&amp;gt;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]]&amp;lt;/span&amp;gt; [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Console Edition Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan on Twitter]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay 12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 Bay 12 forum thread]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;h3&amp;gt;&amp;lt;b&amp;gt;Need some help? Check out the [[guides]] for information!&amp;lt;/b&amp;gt;&amp;lt;/h3&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Concepts&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Basics&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Modal Info Icon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[User interface]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Learning helper]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Lore]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Colony Building Guide|Colony Building]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quickstart Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gameplay&lt;br /&gt;
|Label=Gameplay&lt;br /&gt;
|Image=RimWorldLogo.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Caravan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Environment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Research]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Time]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trade]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orders]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/About_RimWorld&lt;br /&gt;
|Label=Extras&lt;br /&gt;
|Image=LudeonLogoSquare.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Save file]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Development mode]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mods]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Modding Tutorials|Modding tutorials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Combat&lt;br /&gt;
|Label=Combat&lt;br /&gt;
|Image=Assault rifle.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Cover]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drafting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Offense_tactics|Offense]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_structures|Structures]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_tactics|Tactics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Game_Creation&lt;br /&gt;
|Label=World&lt;br /&gt;
|Image=World gen preview.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Scenario system]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[AI Storytellers|AI storytellers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[World generation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;DLC&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
|Image=RoyaltyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Ideology&lt;br /&gt;
|Label=Ideology&lt;br /&gt;
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|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Reproduction|Pregnancy]] &amp;amp; [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] &amp;amp; [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation|Mech gestation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Anomaly&lt;br /&gt;
|Label=Anomaly&lt;br /&gt;
|Image=AnomalyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Research#Anomaly|Void study]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Monolith]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Entities]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Containment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psychic rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Odyssey&lt;br /&gt;
|Label=Odyssey&lt;br /&gt;
|Image=OdysseyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Gravship]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]] &amp;amp; [[Landmarks]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orbital locations]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; ?&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Items&amp;lt;/h2&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Gear&lt;br /&gt;
|Label=Gear&lt;br /&gt;
|Image=CowboyHat.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Apparel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Resources&lt;br /&gt;
|Label=Resources&lt;br /&gt;
|Image=Woodlog_c.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Materials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Textiles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Food]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Research&lt;br /&gt;
|Label=Technology&lt;br /&gt;
|Image=LongRangeMineralScanner.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Deep drill]]ing&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Architect&lt;br /&gt;
|Label=Building&lt;br /&gt;
|Image=Granite blocks.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Zone]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Structure]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Power]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Security]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Misc]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Life&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Characters&lt;br /&gt;
|Label=Characters&lt;br /&gt;
|Image=Colonist.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Backstories]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Health]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Needs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Skills]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Social]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Plants&lt;br /&gt;
|Label=Flora&lt;br /&gt;
|Image=Alocasia a.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Decorative plants|Decorative]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Wild plants|Wild]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Character_Types&lt;br /&gt;
|Label=Fauna&lt;br /&gt;
|Image=Turkey.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Prisoners]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid]]s}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163195</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=163195"/>
		<updated>2025-07-09T18:06:02Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Added some titles for the new DLCs, just as draft for a basic idea of what main concepts we can relate to Odyssey, shouldn't be definitive, and can be subject to change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE____NOEDITSECTION____NOTOC__ &lt;br /&gt;
{{Rwbox&lt;br /&gt;
| name = downtime&lt;br /&gt;
| type = manual&lt;br /&gt;
| color = #9a7bc8&lt;br /&gt;
| image = [[File:OdysseyIcon.png|60px|link=Odyssey DLC]]&lt;br /&gt;
| text = &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The [[Odyssey DLC]] has been [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ announced] and the [https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub Version 1.6] Beta is on the Unstable Branch!&amp;lt;br&amp;gt;Release Date: 11 July 2025!&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[https://store.steampowered.com/app/3022790/RimWorld__Odyssey/ Steam store page] • [https://ludeon.com/blog/2025/06/announcing-odyssey-and-update-1-6/ Announcement] • [https://ludeon.com/blog/2025/06/odyssey-preview-1-map-features-landmarks-and-biomes/ Preview 1] • [https://ludeon.com/blog/2025/06/odyssey-preview-2-gravships-and-space/ Preview 2] • [https://ludeon.com/blog/2025/07/odyssey-preview-3-animals-training-and-fishing/ Preview 3] &amp;lt;/small&amp;gt;&lt;br /&gt;
| nocat = true&lt;br /&gt;
}}&lt;br /&gt;
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&amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/ Ludeon&amp;amp;nbsp;Studios]''', a Canadian-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br/&amp;gt; Read more about the game at [[About RimWorld]].&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.&lt;br /&gt;
&lt;br /&gt;
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help update the wiki by editing today, [[Special:CreateAccount|sign up]] optional!&lt;br /&gt;
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].&lt;br /&gt;
&lt;br /&gt;
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], the [https://discordapp.com/invite/UTaMDWc #wiki-suggestions] channel on Discord, and the [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]].&lt;br /&gt;
&lt;br /&gt;
Please report things that may require administrator attention to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]]. We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex-grow:1; display:grid; grid-template-columns:repeat(auto-fit, 200px);&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;&amp;lt;span class=&amp;quot;darkmode-invert&amp;quot;&amp;gt;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]]&amp;lt;/span&amp;gt; [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Console Edition Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan on Twitter]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc RimWorld Discord]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay 12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 Bay 12 forum thread]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;h3&amp;gt;&amp;lt;b&amp;gt;Need some help? Check out the [[guides]] for information!&amp;lt;/b&amp;gt;&amp;lt;/h3&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; flex-wrap:wrap; column-gap:24px; justify-content:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:0 0 47%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Concepts&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Basics&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Modal Info Icon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[User interface]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Learning helper]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Lore]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Colony Building Guide|Colony Building]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quickstart Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gameplay&lt;br /&gt;
|Label=Gameplay&lt;br /&gt;
|Image=RimWorldLogo.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Caravan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Environment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Research]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Time]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trade]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orders]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/About_RimWorld&lt;br /&gt;
|Label=Extras&lt;br /&gt;
|Image=LudeonLogoSquare.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Save file]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Development mode]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mods]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Modding Tutorials|Modding tutorials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Combat&lt;br /&gt;
|Label=Combat&lt;br /&gt;
|Image=Assault rifle.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Cover]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drafting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Offense_tactics|Offense]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_structures|Structures]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_tactics|Tactics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Game_Creation&lt;br /&gt;
|Label=World&lt;br /&gt;
|Image=World gen preview.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Scenario system]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[AI Storytellers|AI storytellers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[World generation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;DLC&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
|Image=RoyaltyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Ideology&lt;br /&gt;
|Label=Ideology&lt;br /&gt;
|Image=IdeologyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Reproduction|Pregnancy]] &amp;amp; [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] &amp;amp; [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation|Mech gestation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Anomaly&lt;br /&gt;
|Label=Anomaly&lt;br /&gt;
|Image=AnomalyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Research#Anomaly|Void study]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Monolith]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Entities]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Containment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psychic rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Odyssey&lt;br /&gt;
|Label=Odyssey&lt;br /&gt;
|Image=OdysseyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Gravship]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]] &amp;amp; [[Landmarks]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Space]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; ?&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; ?&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Items&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Life&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
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&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=160870</id>
		<title>Anomaly (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=160870"/>
		<updated>2025-04-11T21:56:37Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor changes to standardise with other DLC pages. Added intro, and other details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;The monolith speaks in my mind. Such beautiful promises.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=59ooT57Lo3g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{PCIcon}} ''Released on April 11, 2024''&lt;br /&gt;
&lt;br /&gt;
'''Anomaly''' is a horror-themed [[DLC]] for RimWorld that introduces [[entities|mysterious threats]], [[Containment|containment facilities]], a new [[Research#Anomaly|research tree]], [[psychic rituals]], new gear craftable from a new [[bioferrite|resource]], and a new [[Endings#The_Void|endgame]].  It was released on April 11, 2024.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Darkness stirs on the rim. Survive flesh infestations, cultist attacks, shambling undead, blood rains, invisible hunters, and other sanity-shredding perils. Capture and study entities to harness the power of the void. Conduct psychic rituals and awaken an evil machine god.&lt;br /&gt;
&lt;br /&gt;
RimWorld - Anomaly is a horror-themed expansion inspired by classics like ''[[wikipedia:The Cabin in the Woods|The Cabin in the Woods]]'', ''[[wikipedia:The Thing (character)|The Thing]]'', ''[[wikipedia:Cthulhu Mythos|Cthulhu Mythos]]'', ''[[wikipedia:Hellraiser|Hellraiser]]'', and many more.&lt;br /&gt;
&lt;br /&gt;
Your colonists accidentally awaken a dark monolith and provoke an insane machine-mind of unfathomable power. Its terrifying manifestations begin to haunt the world. Survive these strange happenings as you study the new phenomena and learn how to end the madness.&lt;br /&gt;
&lt;br /&gt;
== Monolith ==&lt;br /&gt;
{{Main|Void monolith}} &lt;br /&gt;
The Monolith is a structure that is found on the map at the start of the game, or after the quest '''Strange Signal''' if the monolith is not currently present on any player map tile. It starts off deactivated, and becomes activated once a pawn is assigned to investigate it and all warnings are ignored. &lt;br /&gt;
&lt;br /&gt;
After the monolith becomes activated, more [[entities]] are able to appear. The player is given access to view the entity codex. Activation sets the monolith to level 1. Increasing monolith level is accomplished by discovering entities of the current Entity Codex Tier and then interacting with the monolith.&lt;br /&gt;
&lt;br /&gt;
There are 8 entities to discover at level 1, 17 at level 2, and 2 at level 3. Reaching level 2 monolith requires discovering 7 of 8 level 1 entities. Level 3 monolith requires discovering 12 of 17 level 1 or 2 entities.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
Entities are the major threats of the Anomaly DLC. Most Entities will not appear until a colonist has finished investigating the [[monolith]]. Entities will appear in the Entity Codex after being discovered. A higher level monolith will cause more dangerous entities to appear.&lt;br /&gt;
&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will be automatically set to study them with the Dark Research job, which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
== Ambient Horror ==&lt;br /&gt;
The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. NOTE: The monolith endgame cannot occur in this mode.&lt;br /&gt;
&lt;br /&gt;
== Anomaly settings ==&lt;br /&gt;
The frequency of anomaly major threats can be adjusted in the custom difficulty options. The default settings are 7.5% Anomaly Threats while the monolith is inactive and 30% Anomaly Threats after the monolith has been investigated. These sliders do not affect Minor anomaly incidents like Small Shambler Swarm, Creepjoiner Arrival, and Distress Calls.&lt;br /&gt;
&lt;br /&gt;
Ambient Horror is only selectable before the game starts and cannot be changed thereafter. &lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
![[Void monolith]]&lt;br /&gt;
|A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
![[Harbinger tree]]&lt;br /&gt;
|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
![[Fleshbeast]]&lt;br /&gt;
|Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
![[Sightstealer]]&lt;br /&gt;
|Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
![[Shambler]]&lt;br /&gt;
|Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
![[Ghoul]]&lt;br /&gt;
|A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
![[Gorehulk]]&lt;br /&gt;
|A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
![[Death pall]]&lt;br /&gt;
|A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
|}&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
![[Pit gate]]&lt;br /&gt;
|A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
![[Dreadmeld]]&lt;br /&gt;
|A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|}&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
Entities may be captured for study and exploitation. Unlike human prisoners, captured entities have escape attempt intervals determined by the specific composition of the cells they are kept in, and require specific [[holding platform]]s or [[holding spot]]s to hold them.&lt;br /&gt;
&lt;br /&gt;
== Ideologies ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]]{{IdeologyIcon}} is active alongside Anomaly{{AnomalyIcon}}, the following [[Memes]] become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible&amp;lt;br/&amp;gt;Memes !! Required Precepts !! [[Style]]s&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|[[File:Medium meme impact.png|32x32px]]&amp;lt;br/&amp;gt;Medium || None || '''[[Ideoligion#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[Ideoligion#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[Ideoligion#Research|Research:]]''' Slow, Very Slow or Extremely Slow || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|[[File:High meme impact.png|32x32px]]&amp;lt;br/&amp;gt;High|| None || '''[[Ideoligion#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[Ideoligion#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[Ideoligion#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[Ideoligion#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[Ideoligion#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[Ideoligion#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[Ideoligion#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[Ideoligion#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[Ideoligion#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[Ideoligion#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[Ideoligion#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[Ideoligion#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having both DLC enabled also unlocks several ideoligious [[precepts]] relating to [[Ideoligion#Psychic rituals|Psychic rituals]], [[Ideoligion#Void study|Void study]], and [[Ideoligion#Inhumanizing|Inhumanizing]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[Hellcat rifle]]&lt;br /&gt;
* [[Incinerator]]&lt;br /&gt;
* [[Nerve spiker]]&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
* [[Turret pack]]&lt;br /&gt;
* [[Disruptor flare pack]]&lt;br /&gt;
* [[Deadlife pack]]&lt;br /&gt;
* [[Biomutation lance]]&lt;br /&gt;
* [[Shard shock lance]]&lt;br /&gt;
* [[Shard insanity lance]]&lt;br /&gt;
&lt;br /&gt;
=== Serums ===&lt;br /&gt;
* [[Voidsight serum]]&lt;br /&gt;
* [[Metalblood serum]]&lt;br /&gt;
* [[Juggernaut serum]]&lt;br /&gt;
* [[Mind-numb serum]]&lt;br /&gt;
* [[Ghoul resurrection serum]]&lt;br /&gt;
&lt;br /&gt;
== Psychic rituals ==&lt;br /&gt;
{{Main|Psychic rituals}}&lt;br /&gt;
[[File:Psychic ritual spot.png|120px|left]]&lt;br /&gt;
Psychic rituals are actions that produce a wide variety of effects introduced by Anomaly. They are independent of the [[Ideology DLC]] despite working in a similar manner. &lt;br /&gt;
&lt;br /&gt;
All rituals require a [[psychic ritual spot]], an invoker, and most require [[bioferrite]] or a [[shard]] as payment. &lt;br /&gt;
&lt;br /&gt;
Ritual quality is determined by a mix of factors, with higher quality rituals having more pronounced effects or reduced downsides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Monolith ending ==&lt;br /&gt;
{{Main|Endings#The Void}}&lt;br /&gt;
&lt;br /&gt;
Fully activate the [[monolith]] and find out what lays on the other side. Do note that this ending is not available if you have selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings. &lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.&lt;br /&gt;
&lt;br /&gt;
There are 11 new tracks totaling 0:59:10 in length.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biotech_(DLC)&amp;diff=160869</id>
		<title>Biotech (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biotech_(DLC)&amp;diff=160869"/>
		<updated>2025-04-11T21:34:44Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor changes to standardise with other DLC pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;For our children; We'll do what we must.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=lhSLxvHsYmk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
{{PCIcon}} ''Released on October 21, 2021''&lt;br /&gt;
&lt;br /&gt;
'''Biotech''' is a [[DLC]] for RimWorld that introduces [[Children_and_reproduction|children and reproduction]], expanded [[mechanoid]] [[mechanitor|mechanics]], [[Xenotypes|xenohumans]], and [[Genes|genetic modification]]. It was released on October 21, 2022, alongside Version 1.4. &lt;br /&gt;
&lt;br /&gt;
Upon release, it has managed to become one of the highest grossing DLCs on Steam.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Raise a family with children, experiment with genetic modifications, and command your own mechanoid army and workforce.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* Control mechanoids, including many new mechanoid types, by making your colonist into a [[Mechanitor|mechanitor]]&lt;br /&gt;
* Raise babies and children. Reproduce and create families - by both natural and artificial means&lt;br /&gt;
* Genetically-modify children and adults, and interact with new gene-modded factions&lt;br /&gt;
&lt;br /&gt;
== Children and reproduction ==&lt;br /&gt;
{{Main|Children|Reproduction}}&lt;br /&gt;
&lt;br /&gt;
With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods.&lt;br /&gt;
&lt;br /&gt;
Babies bring joy, but also challenges. Colonists’ hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers.&lt;br /&gt;
&lt;br /&gt;
They grow up fast (especially if you use a [[Growth_vat|growth vat]]) - soon your child will be walking, talking, and getting into trouble. They’ll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and they’ll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships.&lt;br /&gt;
&lt;br /&gt;
A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices you’ll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use [[Growth_vat|growth vats]] to pump out cheap workers and soldiers. The choice is up to you.&lt;br /&gt;
&lt;br /&gt;
== The mechanitor ==&lt;br /&gt;
{{Main|Mechanitor}}&lt;br /&gt;
&lt;br /&gt;
Build and control mechanoids by making your colonist into a [[Mechanitor|mechanitor]] - a person with a special brain implant that lets them psychically command semi-living machines.&lt;br /&gt;
&lt;br /&gt;
Create mechanoids by growing them inside high-tech gestator tanks. Command the original [[centipede]], [[lancer]], and [[scyther]], plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths.&lt;br /&gt;
&lt;br /&gt;
Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They don’t freeze in the snow or get poisoned in [[toxic fallout]]. They don’t suffer [[mental break]]s from long hours in dark mineshafts or filthy garbage yards.&lt;br /&gt;
&lt;br /&gt;
Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically.&lt;br /&gt;
&lt;br /&gt;
Mechanoid infrastructure has a special price: [[Pollution]]. Gestating or charging colony mechanoids creates [[Toxic_wastepack|toxic wastepacks]] as a harmful by-product. Left unfrozen, these [[Toxic_wastepack|toxic wastepacks]] deteriorate and leak pollutants into the environment, creating pollution. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists’ lungs. It triggers hibernating insects to emerge on the planet’s surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - storage by freezing, disposal through [[Transport_pod|transport pods]] (creating pollution on the World Map which neighboring factions dislike), use of [[Polux_tree|Polux trees]], or high-tech destruction through [[Wastepack_atomizer|wastepack atomizers]].&lt;br /&gt;
&lt;br /&gt;
Advance your mechanitor’s capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure you’re ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own.&lt;br /&gt;
&lt;br /&gt;
== Gene modding ==&lt;br /&gt;
{{Main|Genetics}}&lt;br /&gt;
&lt;br /&gt;
You can genetically-modify people to create [[Xenotypes|xenohumans]] - humans with exotic traits. [[Genes|Genetic modifications]] range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality.&lt;br /&gt;
&lt;br /&gt;
The world contains a new set of xenohuman types and factions, including [[Hussars|unstoppable super soldiers]], fur-covered animal-controlling arctic [[Yttakin|settlers]], toxin-immune human [[Wasters|bioweapons]], fire-breathing horned desert [[Impids| imp-people]], psychic-bonding [[Highmates|concubines]], and more. The [[Sanguophages|darkest]] of them drink blood, live in shadows, and live forever.&lt;br /&gt;
&lt;br /&gt;
You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic [[genes]] by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans!&lt;br /&gt;
&lt;br /&gt;
== Ideologies ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]]{{IdeologyIcon}} is active alongside Biotech{{BiotechIcon}}, the following [[Meme]] becomes available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Meme !! Description !! Impact !! Required Precepts !! Starts with&amp;lt;br/&amp;gt; Research !! [[Style]]s&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || '''[[Ideoligion#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[Ideoligion#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[Ideoligion#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[Ideoligion#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || [[Electricity]]&amp;lt;br/&amp;gt;[[Deathrest]] || Morbid&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having both DLC enabled also unlocks several ideoligious [[precepts]] relating to [[Ideoligion#Growth vats|Growth vats]], [[Ideoligion#Bloodfeeders|Bloodfeeders]], [[Ideoligion#Child labor|Child labor]], and [[Ideoligion#Mechanoid labor|Mechanoid labor]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=150&amp;gt;&lt;br /&gt;
classroom.jpg|Classroom&lt;br /&gt;
impids.jpg|Impids&lt;br /&gt;
pigskins.jpg|Pigskins&lt;br /&gt;
genelab.jpg|Genelab&lt;br /&gt;
mechanoid-factory.jpg|Mechanoid factory&lt;br /&gt;
diabolus.jpg|Diabolus&lt;br /&gt;
mechanoids-working.jpg|Mechanoids working&lt;br /&gt;
mechs-approach.jpg|Mechs approach&lt;br /&gt;
sanguophage-base.jpg|Sanguophage base&lt;br /&gt;
apocriton-revives.jpg|Apocriton revives&lt;br /&gt;
insects.jpg|Insects&lt;br /&gt;
final-battle.jpg|Final battle&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biotech]]&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=160860</id>
		<title>Ideology (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=160860"/>
		<updated>2025-04-10T01:56:25Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Using links that lead to the main pages of certain mechanics, i think we can reduce bloat on this page. We don't need to list down all the memes and precepts if we simply link to the page where the list is established.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;What do you believe?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=jhphFRc0Sww&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
{{About|the DLC|the Ideology system added by this DLC|Ideoligion}}&lt;br /&gt;
{{PCIcon}} ''Released on July 20, 2021''&lt;br /&gt;
&lt;br /&gt;
{{ConsoleIcon}} ''Released on April 25, 2023''&lt;br /&gt;
&lt;br /&gt;
'''Ideology''' is a [[DLC]] for RimWorld that introduces belief systems, [[roles|social roles]], [[rituals]], hunts for ancient [[relic|relics]] and cross-cultural interaction. The DLC also adds the [[Gauranlen tree]] that produces multipurpose working creatures called [[dryads]] and also adds a new win condition called the [[Archonexus]]. It was released on July 20, 2021.&lt;br /&gt;
&lt;br /&gt;
The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com] buyers within an hour.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
With the Ideology expansion, each person in the game gets a belief system.&lt;br /&gt;
&lt;br /&gt;
Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.&lt;br /&gt;
&lt;br /&gt;
Everything is customizable. Make your own story of pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, or rustic peaceful tribes who link with curious tree creatures.&lt;br /&gt;
&lt;br /&gt;
You can build mind-bending temples with colorful drug motifs, terrifying sacrificial altars clad in skulls, winding mazes of underground tunnels full of technology, or beautiful orchards with drifting leaves.&lt;br /&gt;
&lt;br /&gt;
You’ll hold unforgettable rituals - sick dance parties with pounding music, bountiful feasts of human flesh, beautiful skylantern festivals, ceremonial blindings, Christmas festivities around the tree, vicious gladiator duels, and more.&lt;br /&gt;
&lt;br /&gt;
As you grow powerful, you’ll hunt for the venerated relics of your belief system in new multi-part quests. Penetrate ancient complexes full of diverse threats. Infiltrate wary tribal villages and hack downed spacedrones while holding off other treasure-hunters. Find the relic in its ancient temple and bring it back to your reliquary to attract wealthy pilgrims to your colony and help you convert even more people to your beliefs.&lt;br /&gt;
&lt;br /&gt;
And when you’re successful and secure, you can seek transcendence beyond reality in the new, epic archonexus endgame.&lt;br /&gt;
&lt;br /&gt;
Ideology makes your story into your story more than ever before.&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
{{Main|Memes}}&lt;br /&gt;
&lt;br /&gt;
Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a staggeringly vast array of different belief systems.&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
&lt;br /&gt;
Each meme influence and branch out into a variety of different precepts. A precept is a specific rule or guideline which would dictate a pawn's behavior, opinion or preference in regards to specific concepts and scenarios. The same meme won’t always imply the same precepts - if you want finer control, you can edit and randomize precepts to obtain a desired combination. &lt;br /&gt;
&lt;br /&gt;
Belief systems each have an underlying structure. These don’t have gameplay effects, but they give variety to how different belief systems look and feel, and the narratives the game generates for them:&lt;br /&gt;
&lt;br /&gt;
* Ideological beliefs are justified by historical narratives.&lt;br /&gt;
* Theistic beliefs may be monotheistic or polytheistic, seeing their gods as abstract or physically-embodied. Some may be distant descendants of historical belief systems.&lt;br /&gt;
* Animist beliefs see spirits in the world around us.&lt;br /&gt;
* Archist beliefs see the superintelligent machine archotechs as the true gods of reality.&lt;br /&gt;
&lt;br /&gt;
==Conversion==&lt;br /&gt;
&lt;br /&gt;
People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide. People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely, which can lead to conflict, including fights between people. Depending on traits, some people are much easier to convert than others.&lt;br /&gt;
&lt;br /&gt;
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.&lt;br /&gt;
&lt;br /&gt;
==Social roles==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
&lt;br /&gt;
Make use of your favorite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.&lt;br /&gt;
&lt;br /&gt;
The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.&lt;br /&gt;
The moral guide role supports the mental well-being and spiritual strength of your people, and leads many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure people in their beliefs, and convert non-believers to their own belief system.&lt;br /&gt;
The specialist role gives better effectiveness at one primary skill and gains a special ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. You can assign many specialists.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
Each belief system defines a collection of unique rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out. For example, a wild party in a massive dance hall with giant speakers may attract new recruits or lead to the discovery of an ancient complex full of loot. On the other hand, if you throw a party in a field with no music at all, you might not get the same benefits.&lt;br /&gt;
&lt;br /&gt;
Belief system-based rituals include:&lt;br /&gt;
&lt;br /&gt;
* Dance party: Participants dance to music from giant speakers, illuminated by a colorful lightball.&lt;br /&gt;
* Drum party: Drummers make music as others dance the night away.&lt;br /&gt;
* Social festivals: The leader gives a speech and then people gather to drink and socialize.&lt;br /&gt;
* Tree celebration: A social festival around a decorated tree.&lt;br /&gt;
* Burn circle: A moral leader gives a condemnatory speech, and the people burn a hated symbol like an effigy or flag.&lt;br /&gt;
* Smoke circle: People burn a special giant bong or incense shrine and inhale the smoke together.&lt;br /&gt;
* Skylantern festival: People build and release beautiful wooden lanterns that float into the sky.&lt;br /&gt;
* Gladiator duel: Slaves or prisoners fight in a ring to entertain spectators. You can supply weapons and they will be used. If a fighter dies, the crowd will come away even more excited.&lt;br /&gt;
* Sacrifice: A moral leader kills an animal or prisoner before a crowd.&lt;br /&gt;
* Cannibal feast: Colonists gather to devour a scrumptious platter of human meat.&lt;br /&gt;
* Scarification: The moral guide inducts a new believer by aesthetically scarring them while others watch.&lt;br /&gt;
* Blinding: The moral guide inducts a new believer by blinding them while others watch.&lt;br /&gt;
* Funeral: People gather around a grave to remember someone they lost, while a moral guide gives a speech.&lt;br /&gt;
&lt;br /&gt;
Some rituals aren’t specific to belief systems:&lt;br /&gt;
&lt;br /&gt;
* Leader speeches: The colony’s leader gives a rousing speech intended to boost morale. If their social skills fail, it might have the opposite effect!&lt;br /&gt;
* Trial: The leader accuses someone of heinous crimes. The accuser and accused argue the case in front of witnesses. If convicted, the accused can be punished without social consequences.&lt;br /&gt;
* Public execution: A killing of a prisoner. This goes best after a trial where the prisoner is found guilty of something.&lt;br /&gt;
* Tree connection: A majestic ceremony where a colonist connects with a Gauranlen tree, giving them the ability to command the dryads inside.&lt;br /&gt;
&lt;br /&gt;
==Gauranlen trees==&lt;br /&gt;
{{Main|Gauranlen tree|Dryads}}&lt;br /&gt;
&lt;br /&gt;
A unique type of tree called the [[Gauranlen tree]] will occasionally sprout near your colony. These majestic orange trees have a symbiotic relationship with small creatures called [[dryads]]. The tree supports the dryads, and in return the dryads protect the tree. Each tree has a few dryads attached to it.&lt;br /&gt;
&lt;br /&gt;
A colonist can connect with a tree in a special ceremony. By pruning the tree over time, the colonist can strengthen the connection and gain the ability to influence its dryads.&lt;br /&gt;
&lt;br /&gt;
Under your influence, dryads can specialize into different castes:&lt;br /&gt;
&lt;br /&gt;
* [[Carrier]]: These chunky helpers will haul things where they need to go.&lt;br /&gt;
* [[Clawer]]: Vulnerable but fearsome, the clawer specializes in damage dealing.&lt;br /&gt;
* [[Barkskin]]: Slow but tough, the barkskin soaks hits for your other fighters.&lt;br /&gt;
* [[Woodmaker]]: Generates wood over time.&lt;br /&gt;
* [[Medicinemaker]]: Generates herbal medicine over time.&lt;br /&gt;
* [[Berrymaker]]: Generates berries over time.&lt;br /&gt;
* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, and fearsome dryads.&lt;br /&gt;
&lt;br /&gt;
==Relic hunts==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
&lt;br /&gt;
Every belief system holds some special objects as relics. It might be an ancient sword, a skull, a piece of armor, or anything else. Embark on multi-part quests to find and collect the relics that you believe in.&lt;br /&gt;
&lt;br /&gt;
Hunting a relic involves several kinds of quests to find the relic:&lt;br /&gt;
* Ancient complex quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.&lt;br /&gt;
* Spacedrone quests begin with an spacedrone landing beside your colony. It contains info on a relic, but you’ll have to hack it first! Build defenses on the spot to protect yourself against other treasure hunters while you extract the info.&lt;br /&gt;
* Worshipped terminal quests involve an ancient terminal venerated by a tribal village. They will allow you to visit, but attempting to hack the terminal will cause the locals to attack. Consider launching an attack from outside the village, or enter peacefully and try for a smash-and-grab. It’s your choice.&lt;br /&gt;
&lt;br /&gt;
Once you’ve found the ancient temple that holds the relic, you can go there and grab it in a daring raid as you evade and defeat a variety of security systems. Take it home and install it in a reliquary. The relic will help you turn others to your beliefs, and also attract pilgrims who will bring gifts.&lt;br /&gt;
&lt;br /&gt;
==Additional quests==&lt;br /&gt;
&lt;br /&gt;
Ideology also adds some new quests not related to the relics.&lt;br /&gt;
&lt;br /&gt;
Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.&lt;br /&gt;
&lt;br /&gt;
New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - if your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.&lt;br /&gt;
&lt;br /&gt;
Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.&lt;br /&gt;
&lt;br /&gt;
==New buildings==&lt;br /&gt;
&lt;br /&gt;
Belief systems unlock new buildings.&lt;br /&gt;
&lt;br /&gt;
Many of the buildings are used to support rituals. These include:&lt;br /&gt;
&lt;br /&gt;
* Altar: Traditional platforms used in rituals. These are the center of your ritual hall.&lt;br /&gt;
* [[Ideogram]]: Arcane symbols on the floor that are used in rituals.&lt;br /&gt;
* [[Lectern]]: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.&lt;br /&gt;
* [[Pew]]: Simple benches for listeners to sit on during a ritual.&lt;br /&gt;
* [[Kneel pillow]]: Cushions on which people kneel during rituals.&lt;br /&gt;
* [[Kneel sheet]]: Carpets where friends can kneel during rituals.&lt;br /&gt;
* [[Drum]]: Drummers can create music for rituals and parties.&lt;br /&gt;
* [[Lightball]]: It spins and changes colour! This ball really amps up your dance parties.&lt;br /&gt;
* [[Loudspeaker]]: Turn it up! Dance parties get more intense the more of these you add.&lt;br /&gt;
* [[Christmas tree]]: Its pretty lights and ornaments are essential for some merry festivals.&lt;br /&gt;
* [[Pyre]]: Create a tower of flame by igniting this log structure.&lt;br /&gt;
* [[Sacrificial flag]]: Think of your enemies and what you’ll do to them in this symbolic burning.&lt;br /&gt;
* [[Effigy]]: Set human-shaped sculptures on fire and watch them burn.&lt;br /&gt;
* [[Cannibal platter]]: Feed many hungry mouths with a gruesome feast of human flesh.&lt;br /&gt;
* [[Burnbong]]: Ignite for a cloud of smokeleaf that fills the room.&lt;br /&gt;
* [[Incense shrine]]: Light these incense containers for pleasant smoke to be released.&lt;br /&gt;
&lt;br /&gt;
Belief systems also unlock specific new buildables that have specific functions:&lt;br /&gt;
&lt;br /&gt;
* [[Autobong]]s: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.&lt;br /&gt;
* [[Standing darklamp|Darklamp]]s and [[darktorch]]es: For those who shun the light, these provide gentle illumination.&lt;br /&gt;
* [[Slab bed]]s: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.&lt;br /&gt;
* [[Sleep accelerator]]s: Accelerate sleep at the cost of power and hunger. Transhumanists want these.&lt;br /&gt;
* [[Biosculpter pod]]s: Reverse aging and heal scars. Essential for those who reject the weakness of flesh.&lt;br /&gt;
* [[Neural supercharger]]s: Supercharge consciousness to speed up work. Transhumanists want these.&lt;br /&gt;
* [[Gibbet cage]]s: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.&lt;br /&gt;
* [[Bonsai pot]]s: Tree-worshippers can get their fix of trees even while indoors.&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
{{Main|Style}}&lt;br /&gt;
&lt;br /&gt;
Each belief system is associated with different aesthetic styles. Styles affect how many things look - rituals, furniture, floors, apparel, and art. Your colonists will enjoy being around things that match the styles of their belief system, and some may reject styles of other beliefs.&lt;br /&gt;
&lt;br /&gt;
Styles include:&lt;br /&gt;
* Rustic: The homey country ranch look.&lt;br /&gt;
* Totemic: A tribal-inspired look.&lt;br /&gt;
* Spikecore: The spiky space pirate look.&lt;br /&gt;
* Morbid: Skull-and-death imagery for those dark cults.&lt;br /&gt;
* Techist: Technological motifs everywhere - circuits and hexes.&lt;br /&gt;
* Animalist: Animal motifs.&lt;br /&gt;
* Hindu: Descendant of ancient Hindu imagery.&lt;br /&gt;
* Christian: Descendant of ancient Christian imagery.&lt;br /&gt;
* Islamic: Descendant of ancient Islamic imagery.&lt;br /&gt;
* Buddhist: Descendant of ancient Buddhist imagery.&lt;br /&gt;
&lt;br /&gt;
One belief system can mix-and-match several of these together. Make the morbid pirates or techno-Buddhists you dream of.&lt;br /&gt;
&lt;br /&gt;
Styles affect apparel in many ways. Animalist believers may shape their recon armor helmets as terrifying animal faces. Morbid death-worshippers will use skull helmets. Spikecore pirates will wear dusters with spiked shoulders. There are many, many visual variations, so every colony will dress different.&lt;br /&gt;
&lt;br /&gt;
Styles also affect the artwork your colony produces. Statues will display the iconography of their creators’ belief systems.&lt;br /&gt;
&lt;br /&gt;
Some styles also come with specific floors including:&lt;br /&gt;
* [[Morbid stone tile|Morbid tile]]s and carpets with horror skulls.&lt;br /&gt;
* [[Spikecore stone tile|Spikecore tiles]] and plates.&lt;br /&gt;
* [[Totemic stone tile|Totemic tile]] and boards.&lt;br /&gt;
* Hex carpets and [[Hex tile|tiles]] for a techist look.&lt;br /&gt;
* Mindbend carpets for those seeking spirits in the smoke.&lt;br /&gt;
&lt;br /&gt;
Styles are also expressed in new decorative floor coverings:&lt;br /&gt;
* Spikecore floor stars for your gladiator arena.&lt;br /&gt;
* Rustic rugs for that farmhouse look.&lt;br /&gt;
* Morbid, totemic, and animalist slabs for those central points in the colony.&lt;br /&gt;
&lt;br /&gt;
==New apparel==&lt;br /&gt;
&lt;br /&gt;
Beyond styles, belief systems can make people want to wear specific items of apparel. Some of these can be specific to certain social roles as well - a priest or moral leader may need to wear a special hat or robe.&lt;br /&gt;
&lt;br /&gt;
Ideology includes a variety of new apparel items believers might want:&lt;br /&gt;
&lt;br /&gt;
* [[Authority cap]]s: Enhance the ability to suppress slaves.&lt;br /&gt;
* [[Tailcap]]s: For the outdoorsy look.&lt;br /&gt;
* [[Burka]]s: Full body cover.&lt;br /&gt;
* [[Flophat]]s: Relaxed headwear.&lt;br /&gt;
* [[Slicecap]]s: High-tech headwear.&lt;br /&gt;
* [[Shadecone]]s: Look good in the sun.&lt;br /&gt;
* [[Visage mask]]s: Cover the face entirely.&lt;br /&gt;
* [[Torture crown]]s: Add pain, for those who want to suffer.&lt;br /&gt;
* [[Robe]]s: For the solemn look.&lt;br /&gt;
* [[Headwrap]]s and [[broadwrap]]s: Traditional head coverings.&lt;br /&gt;
&lt;br /&gt;
Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using [[dye]]s harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair. Colonists get mood buffs if the majority of their apparel is dyed the color of their ideoligion or their favorite color.&lt;br /&gt;
&lt;br /&gt;
==Slaves==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
You can enslave prisoners or purchase slaves from traders. Slaves will work on most tasks like colonists, at the cost of reduced work speed.&lt;br /&gt;
&lt;br /&gt;
Every belief system has an attitude towards slavery - some find the practice abhorrent, while others accept and even demand slaves as part of their beliefs.&lt;br /&gt;
&lt;br /&gt;
You can arm your slaves and command them directly in combat. But watch out - slaves will rebel if they get the opportunity or they are not sufficiently suppressed. Your wardens can suppress slaves by periodically threatening them. You can use structures like terror statues and gibbet cages to passively suppress slaves. You can also make slaves wear special collars and body straps to keep them under control.&lt;br /&gt;
&lt;br /&gt;
==Archonexus endgame==&lt;br /&gt;
{{Main|Archonexus}}&lt;br /&gt;
&lt;br /&gt;
As your colony grows wealthy, you’ll have the opportunity to sell the whole thing and start anew with your favorite colonists and animals. In return, you’ll receive a piece of a map that leads to the archonexus - a conduit through which an ancient machine superintelligence is said to affect the physical world.&lt;br /&gt;
&lt;br /&gt;
This quest acts like a partial game reset where you will start over with your selected colonists and animals. You can keep your favorite characters while moving to a new colony in a new place and progressing on an epic quest.&lt;br /&gt;
&lt;br /&gt;
Each new colony appears next to an ancient archotech structure of increasing psychic influence. Study each structure to unlock further pieces of the map. Unlock three pieces, and you can locate the archonexus itself, invoke its power, and transcend physical reality through the mind of the machine god.&lt;br /&gt;
&lt;br /&gt;
Enjoy the endgame credits to a new epic song by Alistair Lindsay.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely &amp;quot;Beliefs and Religions&amp;quot; and &amp;quot;Archeology&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While not shown in game. It is possible to use BBcode (with sharp brackets instead of square ones) to format text description of player colonist's ideology.&lt;br /&gt;
[[Category: Ideology| ]]&lt;br /&gt;
[[Category: DLC]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=160859</id>
		<title>Ideology (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideology_(DLC)&amp;diff=160859"/>
		<updated>2025-04-10T01:32:45Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Standardisation and minor cleaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;What do you believe?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=jhphFRc0Sww&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Ideology}}&lt;br /&gt;
{{About|the DLC|the Ideology system added by this DLC|Ideoligion}}&lt;br /&gt;
{{PCIcon}} ''Released on July 20, 2021''&lt;br /&gt;
&lt;br /&gt;
{{ConsoleIcon}} ''Released on April 25, 2023''&lt;br /&gt;
&lt;br /&gt;
'''Ideology''' is a [[DLC]] for RimWorld that introduces belief systems, [[roles|social roles]], [[rituals]], hunts for ancient [[relic|relics]] and cross-cultural interaction. The DLC also adds the [[Gauranlen tree]] that produces multipurpose working creatures called [[dryads]] and also adds a new win condition called the [[Archonexus]]. It was released on July 20, 2021.&lt;br /&gt;
&lt;br /&gt;
The DLC managed to run out of Steam keys for [http://www.rimworldgame.com www.rimworldgame.com] buyers within an hour.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
With the Ideology expansion, each person in the game gets a belief system.&lt;br /&gt;
&lt;br /&gt;
Belief systems define social roles for leaders, moral guides, and skill specialists. They invoke rituals from gentle festivals to brutal sacrifices. They guide preferences around food, comfort, love, technology, and violence. They venerate specific animals, desire different apparel and tattoos, and give access to different buildings and strategies.&lt;br /&gt;
&lt;br /&gt;
Everything is customizable. Make your own story of pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, or rustic peaceful tribes who link with curious tree creatures.&lt;br /&gt;
&lt;br /&gt;
You can build mind-bending temples with colorful drug motifs, terrifying sacrificial altars clad in skulls, winding mazes of underground tunnels full of technology, or beautiful orchards with drifting leaves.&lt;br /&gt;
&lt;br /&gt;
You’ll hold unforgettable rituals - sick dance parties with pounding music, bountiful feasts of human flesh, beautiful skylantern festivals, ceremonial blindings, Christmas festivities around the tree, vicious gladiator duels, and more.&lt;br /&gt;
&lt;br /&gt;
As you grow powerful, you’ll hunt for the venerated relics of your belief system in new multi-part quests. Penetrate ancient complexes full of diverse threats. Infiltrate wary tribal villages and hack downed spacedrones while holding off other treasure-hunters. Find the relic in its ancient temple and bring it back to your reliquary to attract wealthy pilgrims to your colony and help you convert even more people to your beliefs.&lt;br /&gt;
&lt;br /&gt;
And when you’re successful and secure, you can seek transcendence beyond reality in the new, epic archonexus endgame.&lt;br /&gt;
&lt;br /&gt;
Ideology makes your story into your story more than ever before.&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
{{Main|Memes}}&lt;br /&gt;
&lt;br /&gt;
Each belief system is built around a collection of 1-4 core memes, where each meme represents a core idea in the belief system. By combining memes and changing the details of how they are expressed, you can create a staggeringly vast array of different belief systems.&lt;br /&gt;
&lt;br /&gt;
The memes are:&lt;br /&gt;
* Animal personhood: Animals have rights as humans do.&lt;br /&gt;
* Rancher: Raising animals is the right way; raising plants to eat is not.&lt;br /&gt;
* Pain is virtue: Virtue is shown through the suffering of self and others.&lt;br /&gt;
* Darkness: Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness.&lt;br /&gt;
* Tunneler: Humans ought to live underground, and enjoy the succulent fruit of the depths.&lt;br /&gt;
* Tree connection: Trees are the essence of life, and we must be near them.&lt;br /&gt;
* Nudism: Clothing binds, controls, and suffocates us. We should all hang free.&lt;br /&gt;
* Blindsight: Only the blind can perceive true reality.&lt;br /&gt;
* Cannibal: We must consume human flesh.&lt;br /&gt;
* Transhumanist: Human progress means merging with technology.&lt;br /&gt;
* Flesh purity: The human body should not be debased.&lt;br /&gt;
* Raider: The strong should take from the weak.&lt;br /&gt;
* Proselytizer: It is our duty to spread our beliefs.&lt;br /&gt;
* High life: Exotic states of mind are central to a good life.&lt;br /&gt;
* Nature primacy: Man is a stain on nature's perfection.&lt;br /&gt;
* Human primacy: Humans are the moral center of the universe.&lt;br /&gt;
* Female supremacy: Women are the superior gender and should rule.&lt;br /&gt;
* Male supremacy: Men are the superior gender and should rule.&lt;br /&gt;
* Supremacist: Our people should dominate all others&lt;br /&gt;
* Loyalist: We stand for our own before others.&lt;br /&gt;
* Guilty: Our people carry guilt from ages past. Others are more worthy.&lt;br /&gt;
* Individualist: A community's role is to serve each individual.&lt;br /&gt;
* Collectivist: A person's role is to serve the community.&lt;br /&gt;
&lt;br /&gt;
==Precepts==&lt;br /&gt;
{{Main|Precepts}}&lt;br /&gt;
&lt;br /&gt;
Each meme can give rise to a variety of different precepts. Each precept is a specific rule or guideline which affects a specific behavior or preference. The same meme won’t always imply the same precepts - if you want fine control, you can edit and randomize precepts exactly the way you like. Some precepts relate to issues like:&lt;br /&gt;
&lt;br /&gt;
* Eating nutrient paste: This meal can be seen as disgusting or efficient.&lt;br /&gt;
* Cannibalism: Some believers find eating human flesh abhorrent, others are unbothered, and some hunger for it.&lt;br /&gt;
* Insect meat: The slimy flesh of insects can be gross or delectable.&lt;br /&gt;
* Fungus eating: Mushy fungus food, which can now be farmed underground on fungal gravel, is preferred by some and hated by others.&lt;br /&gt;
* Organ use: Opinions differ on the harvest, sale, purchase, and installation of organs.&lt;br /&gt;
* Execution: This act is potentially evil beyond measure, necessary, and even enjoyed.&lt;br /&gt;
* Venerated animal: A certain animal is believed to have a special moral role. Therefore, it must never be harmed, and people are happier with it around.&lt;br /&gt;
* Animal connection: Some belief systems have a strong connection to animals and consider them friends.&lt;br /&gt;
* Slaughtering animals: It may be necessary for food, but others strongly disapprove.&lt;br /&gt;
* Apostasy: Abandoning one’s belief system indicates character flaws or deep immorality.&lt;br /&gt;
* Autonomous weapons: Views vary on whether machines should be allowed to decide who to kill.&lt;br /&gt;
* Blindness: Some people believe that to be blinded is to be moral and unclouded by physical reality. Others disagree.&lt;br /&gt;
* Blind psysense: Blind individuals have special ways to connect to the psychic aether.&lt;br /&gt;
* Body modification: Some demand modified bodies, while others abhor them.&lt;br /&gt;
* Bonding: Some believe forming personal bonds with animals is good - others don’t.&lt;br /&gt;
* Charity: Charitable belief systems emphasize the importance of generosity and helping others.&lt;br /&gt;
* Men/women’s spouses: Rules exist regarding how many spouses a man or woman can have.&lt;br /&gt;
* Physical love: Restrictions on intimate life.&lt;br /&gt;
* Comfort: Some pay no attention to comfort.&lt;br /&gt;
* Slab bed: Some think the proper way to sleep is on a cold, uncomfortable slab.&lt;br /&gt;
* Corpses: Seeing the dead may be disturbing to [[colonists]] or it may not bother them at all.&lt;br /&gt;
* Drug use: Drugs may be prohibited, limited to medical and social use, or essential.&lt;br /&gt;
* Diversity of thought: Varies widely from deep appreciation to intense bigotry.&lt;br /&gt;
* Killing innocent animals: Such acts may be disapproved, hated, or unthinkable.&lt;br /&gt;
* Lighting: Those adjusted to the darkness have a preference for darklights.&lt;br /&gt;
* Darkness combat: Some believers fight better in the dark.&lt;br /&gt;
* Meat-eating: Colonies might be strict about following a carnivore diet, or reject it completely.&lt;br /&gt;
* Mining: Raiding the earth of its resources is an ugly act.&lt;br /&gt;
* Male/female clothing: Opinions differ on which parts of the body should be covered.&lt;br /&gt;
* Pain: To suffer and undergo violent, nerve-singing pain is to be moral.&lt;br /&gt;
* Proselytizing: Spreading your beliefs may be an occasional task or your ultimate duty.&lt;br /&gt;
* Raiding: The strong take from the weak. Failing to do so means that you are also weak.&lt;br /&gt;
* Ranching: The right way to live is to raise large animals for their meat. Crops have no place here.&lt;br /&gt;
* Research: Expanding one’s knowledge may be trivial or crucial to a colony.&lt;br /&gt;
* Scarification: Some belief systems value ritual scars on the body, while others deplore the idea.&lt;br /&gt;
* Skullspike: Not all enjoy collecting skulls and sticking them on pikes. But some do.&lt;br /&gt;
* Slavery: Belief systems have different views on the ownership and trade of slaves.&lt;br /&gt;
* Small spaces: Some people have no issue with claustrophobic spaces.&lt;br /&gt;
* Sleep accelerator: To sleep without an accelerator would be foolish and a waste of time.&lt;br /&gt;
* Biosculpting: Biosculpting is demanded by some believers, whereas others feel it violates the body.&lt;br /&gt;
* Age reversal: Why would you ever get old if you had the power to reverse it?&lt;br /&gt;
* Neural supercharger: Some think it’s degrading to live without having their brain constantly supercharged by technology.&lt;br /&gt;
* Cutting trees: Some may grow upset when trees are cut down, to varying degrees.&lt;br /&gt;
* Trees: Believers want to be surrounded by nature and grand forests.&lt;br /&gt;
* Gauranlen connection: Some belief systems have a much stronger connection to the Gauranlen trees and their dryads.&lt;br /&gt;
* Weapons: There are preferences for weapons. Some are noble and sought after, others are despised.&lt;br /&gt;
* Work drive: The leader’s work drive ability is tripled.&lt;br /&gt;
&lt;br /&gt;
Belief systems each have an underlying structure. These don’t have gameplay effects, but they give variety to how different belief systems look and feel, and the narratives the game generates for them:&lt;br /&gt;
&lt;br /&gt;
* Ideological beliefs are justified by historical narratives.&lt;br /&gt;
* Theistic beliefs may be monotheistic or polytheistic, seeing their gods as abstract or physically-embodied. Some may be distant descendants of historical belief systems.&lt;br /&gt;
* Animist beliefs see spirits in the world around us.&lt;br /&gt;
* Archist beliefs see the superintelligent machine archotechs as the true gods of reality.&lt;br /&gt;
&lt;br /&gt;
==Conversion==&lt;br /&gt;
People can convert each other to new beliefs. You can assign wardens to convert prisoners, or use the special abilities of your moral guide. People will also spontaneously try to convert those around them. Those with proselytizing beliefs will do this much more intensely, which can lead to conflict, including fights between people. Depending on traits, some people are much easier to convert than others.&lt;br /&gt;
&lt;br /&gt;
You can bring everyone in your colony to one belief system, or try to keep a diversity of beliefs to capture the benefits of all of them.&lt;br /&gt;
&lt;br /&gt;
==Social roles==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
&lt;br /&gt;
Make use of your favorite colonists’ strengths and skills by assigning them formal social roles. Each belief system defines special roles that believers can take on.&lt;br /&gt;
&lt;br /&gt;
The leader role gives inspirational speeches, buffs combat allies around them, encourages harder work, and plays a special role in some rituals. They can also accuse individuals of crimes and hold trials.&lt;br /&gt;
The moral guide role supports the mental well-being and spiritual strength of your people, and leads many rituals including funerals, sacrifices, and more. They can preach health to the sick to speed up healing, provide counsel to sad colonists to lift their moods, reassure people in their beliefs, and convert non-believers to their own belief system.&lt;br /&gt;
The specialist role gives better effectiveness at one primary skill and gains a special ability related to that skill. As a tradeoff, specialists become more focused on their specific skill and won’t do some other work. You can assign many specialists.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
Each belief system defines a collection of unique rituals. These player-controlled events are special gatherings that have a variety of impacts depending on how they are carried out. For example, a wild party in a massive dance hall with giant speakers may attract new recruits or lead to the discovery of an ancient complex full of loot. On the other hand, if you throw a party in a field with no music at all, you might not get the same benefits.&lt;br /&gt;
&lt;br /&gt;
Belief system-based rituals include:&lt;br /&gt;
&lt;br /&gt;
* Dance party: Participants dance to music from giant speakers, illuminated by a colorful lightball.&lt;br /&gt;
* Drum party: Drummers make music as others dance the night away.&lt;br /&gt;
* Social festivals: The leader gives a speech and then people gather to drink and socialize.&lt;br /&gt;
* Tree celebration: A social festival around a decorated tree.&lt;br /&gt;
* Burn circle: A moral leader gives a condemnatory speech, and the people burn a hated symbol like an effigy or flag.&lt;br /&gt;
* Smoke circle: People burn a special giant bong or incense shrine and inhale the smoke together.&lt;br /&gt;
* Skylantern festival: People build and release beautiful wooden lanterns that float into the sky.&lt;br /&gt;
* Gladiator duel: Slaves or prisoners fight in a ring to entertain spectators. You can supply weapons and they will be used. If a fighter dies, the crowd will come away even more excited.&lt;br /&gt;
* Sacrifice: A moral leader kills an animal or prisoner before a crowd.&lt;br /&gt;
* Cannibal feast: Colonists gather to devour a scrumptious platter of human meat.&lt;br /&gt;
* Scarification: The moral guide inducts a new believer by aesthetically scarring them while others watch.&lt;br /&gt;
* Blinding: The moral guide inducts a new believer by blinding them while others watch.&lt;br /&gt;
* Funeral: People gather around a grave to remember someone they lost, while a moral guide gives a speech.&lt;br /&gt;
&lt;br /&gt;
Some rituals aren’t specific to belief systems:&lt;br /&gt;
&lt;br /&gt;
* Leader speeches: The colony’s leader gives a rousing speech intended to boost morale. If their social skills fail, it might have the opposite effect!&lt;br /&gt;
* Trial: The leader accuses someone of heinous crimes. The accuser and accused argue the case in front of witnesses. If convicted, the accused can be punished without social consequences.&lt;br /&gt;
* Public execution: A killing of a prisoner. This goes best after a trial where the prisoner is found guilty of something.&lt;br /&gt;
* Tree connection: A majestic ceremony where a colonist connects with a Gauranlen tree, giving them the ability to command the dryads inside.&lt;br /&gt;
&lt;br /&gt;
==Gauranlen trees==&lt;br /&gt;
A unique type of tree called the [[Gauranlen tree]] will occasionally sprout near your colony. These majestic orange trees have a symbiotic relationship with small creatures called [[dryads]]. The tree supports the dryads, and in return the dryads protect the tree. Each tree has a few dryads attached to it.&lt;br /&gt;
&lt;br /&gt;
A colonist can connect with a tree in a special ceremony. By pruning the tree over time, the colonist can strengthen the connection and gain the ability to influence its dryads.&lt;br /&gt;
&lt;br /&gt;
Under your influence, dryads can specialize into different castes:&lt;br /&gt;
&lt;br /&gt;
* [[Carrier]]: These chunky helpers will haul things where they need to go.&lt;br /&gt;
* [[Clawer]]: Vulnerable but fearsome, the clawer specializes in damage dealing.&lt;br /&gt;
* [[Barkskin]]: Slow but tough, the barkskin soaks hits for your other fighters.&lt;br /&gt;
* [[Woodmaker]]: Generates wood over time.&lt;br /&gt;
* [[Medicinemaker]]: Generates herbal medicine over time.&lt;br /&gt;
* [[Berrymaker]]: Generates berries over time.&lt;br /&gt;
* [[Gaumaker]]: Produces Gauranlen sprouts to make new Gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
Beliefs matter. If your colonists venerate the trees, they can connect with Gauranlen trees more effectively and influence the dryads more efficiently. Only those who truly respect the trees can control their reproduction. With time, such a tree-connector colony can build an economy and an army from its Gauranlen orchard and the cute, useful, and fearsome dryads.&lt;br /&gt;
&lt;br /&gt;
==Relic hunts==&lt;br /&gt;
Every belief system holds some special objects as relics. It might be an ancient sword, a skull, a piece of armor, or anything else. Embark on multi-part quests to find and collect the relics that you believe in.&lt;br /&gt;
&lt;br /&gt;
Hunting a relic involves several kinds of quests to find the relic:&lt;br /&gt;
* &lt;br /&gt;
* Ancient complex quests take you to long-forgotten ruins containing treasure and info about the relic. A wide variety of challenges may await you - cryptosleeping soldiers, insects, sleeping mechanoids, unstable fuel stores, or pirates who followed you to the site. Use these threats against each other to survive while taking what you want.&lt;br /&gt;
* Spacedrone quests begin with an spacedrone landing beside your colony. It contains info on a relic, but you’ll have to hack it first! Build defenses on the spot to protect yourself against other treasure hunters while you extract the info.&lt;br /&gt;
* Worshipped terminal quests involve an ancient terminal venerated by a tribal village. They will allow you to visit, but attempting to hack the terminal will cause the locals to attack. Consider launching an attack from outside the village, or enter peacefully and try for a smash-and-grab. It’s your choice.&lt;br /&gt;
&lt;br /&gt;
Once you’ve found the ancient temple that holds the relic, you can go there and grab it in a daring raid as you evade and defeat a variety of security systems. Take it home and install it in a reliquary. The relic will help you turn others to your beliefs, and also attract pilgrims who will bring gifts.&lt;br /&gt;
&lt;br /&gt;
==Additional quests==&lt;br /&gt;
&lt;br /&gt;
Ideology also adds some new quests not related to the relics.&lt;br /&gt;
&lt;br /&gt;
Ancient complex loot quests see you raiding loot-filled ancient complexes, either in a shuttle or by traveling in a caravan. These ancient complexes aren’t about finding a relic - just about getting rich. Complexes are procedurally-generated and contain a wide variety of threats. The threats are designed to interact with each other and even be useful - You can intentionally wake sleeping ancient soldiers to help fight pirates who followed you to the complex, or ignite an ancient fuel node to burn out giant insects nesting in the next room. It can get pretty crazy - this is RimWorld, after all.&lt;br /&gt;
&lt;br /&gt;
New temporary encampments will set up near your colony. These small communities are lightly-defended and often not associated with any larger faction, making them good targets if you want to become a raider yourself. Beliefs matter - if your beliefs are aggressive, your colonists may even demand this kind of attack be carried out regularly to satisfy their need for dominance. The encampments vary from farms to logging sites, mines, and hunting lodges, each with different kinds of defenders and loot.&lt;br /&gt;
&lt;br /&gt;
Groups of beggars will arrive and ask for aid. Help them, and they might reward you later. You can also choose to betray them and enslave them, recruit them, sell them, or anything else. Beliefs matter - if your beliefs are charitable, your colonists will be especially happy when you take care of the needy travelers.&lt;br /&gt;
&lt;br /&gt;
==New buildings==&lt;br /&gt;
Belief systems unlock new buildings.&lt;br /&gt;
&lt;br /&gt;
Many of the buildings are used to support rituals. These include:&lt;br /&gt;
&lt;br /&gt;
* Altar: Traditional platforms used in rituals. These are the center of your ritual hall.&lt;br /&gt;
* [[Ideogram]]: Arcane symbols on the floor that are used in rituals.&lt;br /&gt;
* [[Lectern]]: Give your rituals a formal look with this slanted stand. Having one nearby will extend the duration of certain rituals’ positive effects.&lt;br /&gt;
* [[Pew]]: Simple benches for listeners to sit on during a ritual.&lt;br /&gt;
* [[Kneel pillow]]: Cushions on which people kneel during rituals.&lt;br /&gt;
* [[Kneel sheet]]: Carpets where friends can kneel during rituals.&lt;br /&gt;
* [[Drum]]: Drummers can create music for rituals and parties.&lt;br /&gt;
* [[Lightball]]: It spins and changes colour! This ball really amps up your dance parties.&lt;br /&gt;
* [[Loudspeaker]]: Turn it up! Dance parties get more intense the more of these you add.&lt;br /&gt;
* [[Christmas tree]]: Its pretty lights and ornaments are essential for some merry festivals.&lt;br /&gt;
* [[Pyre]]: Create a tower of flame by igniting this log structure.&lt;br /&gt;
* [[Sacrificial flag]]: Think of your enemies and what you’ll do to them in this symbolic burning.&lt;br /&gt;
* [[Effigy]]: Set human-shaped sculptures on fire and watch them burn.&lt;br /&gt;
* [[Cannibal platter]]: Feed many hungry mouths with a gruesome feast of human flesh.&lt;br /&gt;
* [[Burnbong]]: Ignite for a cloud of smokeleaf that fills the room.&lt;br /&gt;
* [[Incense shrine]]: Light these incense containers for pleasant smoke to be released.&lt;br /&gt;
&lt;br /&gt;
Belief systems also unlock specific new buildables that have specific functions:&lt;br /&gt;
&lt;br /&gt;
* [[Autobong]]s: Passively produce a cloud of smokeleaf for everyone around. Associated with drug worship.&lt;br /&gt;
* [[Standing darklamp|Darklamp]]s and [[darktorch]]es: For those who shun the light, these provide gentle illumination.&lt;br /&gt;
* [[Slab bed]]s: For those colonists whose beliefs eschew physical comfort, sleeping on these is noble.&lt;br /&gt;
* [[Sleep accelerator]]s: Accelerate sleep at the cost of power and hunger. Transhumanists want these.&lt;br /&gt;
* [[Biosculpter pod]]s: Reverse aging and heal scars. Essential for those who reject the weakness of flesh.&lt;br /&gt;
* [[Neural supercharger]]s: Supercharge consciousness to speed up work. Transhumanists want these.&lt;br /&gt;
* [[Gibbet cage]]s: Display the corpse of a defeated foe to strike fear into all who see. Aggressors desire these.&lt;br /&gt;
* [[Bonsai pot]]s: Tree-worshippers can get their fix of trees even while indoors.&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
{{Main|Styles}}&lt;br /&gt;
&lt;br /&gt;
Each belief system is associated with different aesthetic styles. Styles affect how many things look - rituals, furniture, floors, apparel, and art. Your colonists will enjoy being around things that match the styles of their belief system, and some may reject styles of other beliefs.&lt;br /&gt;
&lt;br /&gt;
Styles include:&lt;br /&gt;
* Rustic: The homey country ranch look.&lt;br /&gt;
* Totemic: A tribal-inspired look.&lt;br /&gt;
* Spikecore: The spiky space pirate look.&lt;br /&gt;
* Morbid: Skull-and-death imagery for those dark cults.&lt;br /&gt;
* Techist: Technological motifs everywhere - circuits and hexes.&lt;br /&gt;
* Animalist: Animal motifs.&lt;br /&gt;
* Hindu: Descendant of ancient Hindu imagery.&lt;br /&gt;
* Christian: Descendant of ancient Christian imagery.&lt;br /&gt;
* Islamic: Descendant of ancient Islamic imagery.&lt;br /&gt;
* Buddhist: Descendant of ancient Buddhist imagery.&lt;br /&gt;
&lt;br /&gt;
One belief system can mix-and-match several of these together. Make the morbid pirates or techno-Buddhists you dream of.&lt;br /&gt;
&lt;br /&gt;
Styles affect apparel in many ways. Animalist believers may shape their recon armor helmets as terrifying animal faces. Morbid death-worshippers will use skull helmets. Spikecore pirates will wear dusters with spiked shoulders. There are many, many visual variations, so every colony will dress different.&lt;br /&gt;
&lt;br /&gt;
Styles also affect the artwork your colony produces. Statues will display the iconography of their creators’ belief systems.&lt;br /&gt;
&lt;br /&gt;
Some styles also come with specific floors including:&lt;br /&gt;
* [[Morbid stone tile|Morbid tile]]s and carpets with horror skulls.&lt;br /&gt;
* [[Spikecore stone tile|Spikecore tiles]] and plates.&lt;br /&gt;
* [[Totemic stone tile|Totemic tile]] and boards.&lt;br /&gt;
* Hex carpets and [[Hex tile|tiles]] for a techist look.&lt;br /&gt;
* Mindbend carpets for those seeking spirits in the smoke.&lt;br /&gt;
&lt;br /&gt;
Styles are also expressed in new decorative floor coverings:&lt;br /&gt;
* Spikecore floor stars for your gladiator arena.&lt;br /&gt;
* Rustic rugs for that farmhouse look.&lt;br /&gt;
* Morbid, totemic, and animalist slabs for those central points in the colony.&lt;br /&gt;
&lt;br /&gt;
==New apparel==&lt;br /&gt;
Beyond styles, belief systems can make people want to wear specific items of apparel. Some of these can be specific to certain social roles as well - a priest or moral leader may need to wear a special hat or robe.&lt;br /&gt;
&lt;br /&gt;
Ideology includes a variety of new apparel items believers might want:&lt;br /&gt;
&lt;br /&gt;
* [[Authority cap]]s: Enhance the ability to suppress slaves.&lt;br /&gt;
* [[Tailcap]]s: For the outdoorsy look.&lt;br /&gt;
* [[Burka]]s: Full body cover.&lt;br /&gt;
* [[Flophat]]s: Relaxed headwear.&lt;br /&gt;
* [[Slicecap]]s: High-tech headwear.&lt;br /&gt;
* [[Shadecone]]s: Look good in the sun.&lt;br /&gt;
* [[Visage mask]]s: Cover the face entirely.&lt;br /&gt;
* [[Torture crown]]s: Add pain, for those who want to suffer.&lt;br /&gt;
* [[Robe]]s: For the solemn look.&lt;br /&gt;
* [[Headwrap]]s and [[broadwrap]]s: Traditional head coverings.&lt;br /&gt;
&lt;br /&gt;
Colonists also want new tattoos and beards and hairstyles related to their beliefs. They can visit a styling station to recolor garments using [[dye]]s harvested from the new tinctoria crop, change tattoos, or restyle their beard and hair. Colonists get mood buffs if the majority of their apparel is dyed the color of their ideoligion or their favorite color.&lt;br /&gt;
&lt;br /&gt;
==Slaves==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
You can enslave prisoners or purchase slaves from traders. Slaves will work on most tasks like colonists, at the cost of reduced work speed.&lt;br /&gt;
&lt;br /&gt;
Every belief system has an attitude towards slavery - some find the practice abhorrent, while others accept and even demand slaves as part of their beliefs.&lt;br /&gt;
&lt;br /&gt;
You can arm your slaves and command them directly in combat. But watch out - slaves will rebel if they get the opportunity or they are not sufficiently suppressed. Your wardens can suppress slaves by periodically threatening them. You can use structures like terror statues and gibbet cages to passively suppress slaves. You can also make slaves wear special collars and body straps to keep them under control.&lt;br /&gt;
&lt;br /&gt;
==Archonexus endgame==&lt;br /&gt;
As your colony grows wealthy, you’ll have the opportunity to sell the whole thing and start anew with your favorite colonists and animals. In return, you’ll receive a piece of a map that leads to the archonexus - a conduit through which an ancient machine superintelligence is said to affect the physical world.&lt;br /&gt;
&lt;br /&gt;
This quest acts like a partial game reset where you will start over with your selected colonists and animals. You can keep your favorite characters while moving to a new colony in a new place and progressing on an epic quest.&lt;br /&gt;
&lt;br /&gt;
Each new colony appears next to an ancient archotech structure of increasing psychic influence. Study each structure to unlock further pieces of the map. Unlock three pieces, and you can locate the archonexus itself, invoke its power, and transcend physical reality through the mind of the machine god.&lt;br /&gt;
&lt;br /&gt;
Enjoy the endgame credits to a new epic song by Alistair Lindsay.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The release of this DLC achieved, at least in part, several Proposed Modules from the original RimWorld Kickstarter, Namely &amp;quot;Beliefs and Religions&amp;quot; and &amp;quot;Archeology&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While not shown in game. It is possible to use BBcode (with sharp brackets instead of square ones) to format text description of player colonist's ideology.&lt;br /&gt;
[[Category: Ideology| ]]&lt;br /&gt;
[[Category: DLC]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Royalty_(DLC)&amp;diff=160858</id>
		<title>Royalty (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Royalty_(DLC)&amp;diff=160858"/>
		<updated>2025-04-10T01:03:43Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor changes to standardise with other DLC pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;The Empire has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ex5_XpQ-uJk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{About|the DLC|the Nobility system added by this DLC|Titles}}&lt;br /&gt;
{{PCIcon}} ''Released on February 24, 2020''&lt;br /&gt;
&lt;br /&gt;
'''Royalty''' is a paid [[DLC]] for RimWorld that introduces [[titles|royal titles]], [[psycast|psycasting]], a new [[Empire|faction]], new gear, and a new threat in the form of [[mech cluster|mech clusters]]. It was released on February 24, 2020.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The [[Empire]] has arrived. Their refugee fleet settles the rimworld, and seeks allies. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings and queens.&lt;br /&gt;
&lt;br /&gt;
== The Empire &amp;amp; Nobility ==&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
The [[empire]] is a new ultratech faction - the main headline of the Royalty DLC. They make for powerful allies, or if you choose to [[Quests#The Deserter|betray them]], powerful enemies. All empire soldiers are implanted with a [[death acidifier]], preventing players from (easily) looting their high-tech gear.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
{{Main|Titles}}&lt;br /&gt;
&lt;br /&gt;
[[Title]]s are bestowed by the empire as a sign of nobility. Having a higher title gives you many privileges with the empire, but comes with increasing demands. &lt;br /&gt;
&lt;br /&gt;
In order to rise up the noble ranks, your colonists must gain [[honor]], a new currency entirely separate from [[goodwill]]. The primary way to get honor is to do [[quest]]s for the empire. You can also get honor by selling [[gold]] or [[prisoner]]s to a [[royal tribute collector]].&lt;br /&gt;
&lt;br /&gt;
Noble colonists become haughty and demanding. In order to receive a noble rank at all, you must have a [[Titles#Thrones_and_Bedrooms|throne room]] that meets the royal requirements. While most noble colonists remain willing to do all types of jobs, they'll demand royal clothes and luxurious bedrooms. In constrast, the empire's nobles are ''[[Titles#Conceited pawns|conceited]]''. They'll refuse to do some types of work or eat commoner food. Colonists with the [[greedy]], [[jealous]], or [[abrasive]] traits will also become conceited, and come with the same demands.&lt;br /&gt;
&lt;br /&gt;
In exchange, a title comes with various perks. The first is a [[psylink]] given by the empire, allowing access to special [[psycast]] powers. With [[permit]]s, you can call in the empire for direct help - this can range aerial bombardment, to a transport [[shuttle]], to a direct drop of [[glitterworld medicine]]. Only pawns of a sufficient title (Knight / Dame) will be able to trade with the empire's [[faction base]]s, and only pawns of at least Baron rank can interact with the empire's [[trade ship]]s.&lt;br /&gt;
&lt;br /&gt;
==Psycasting==&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
&lt;br /&gt;
[[Psycasts]] are ''psionic'' abilities, manipulating reality beyond human understanding. They are &amp;quot;psychic&amp;quot; like how [[psychic drone]]s and [[psychic soothe]]s are psychic.&lt;br /&gt;
&lt;br /&gt;
The vast majority of psycasts are ''not'' direct, damage-dealing abilities. Instead, they focus on new ways to inhibit enemies or change the flow of combat. [[Blinding pulse]] lowers enemies' sight. [[Skip]] allows you to move a ''thing'' - friend, enemy, or item - anywhere within range. Other psycasts are useful outside of combat. [[Word of love]] creates romantic attraction, while [[word of serenity]] ends social fights and [[mental break]]s. No enemy in the game will ever use any form of psycast, even if they have the requisite psylink.&lt;br /&gt;
&lt;br /&gt;
In combat, psycasts are limited by [[neural heat]]. You can overload on neural heat, at the cost of [[Psychic breakdown|gimping]] your caster for a few days afterward. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, psycasts are limited by [[psyfocus]]. In order to replenish psyfocus, your casters must [[meditation|meditate]]. Higher-level psycasters will have to meditate for hours every day. Nobles can meditate on their [[throne]]. [[Pyromaniac]]s can meditate to fire. [[Psychopath]]s can meditate to [[grave]]s of their loved ones. Meditating counts as [[recreation]], though like all recreation, colonists will get bored of constant meditation.&lt;br /&gt;
&lt;br /&gt;
The empire is one way to get [[psylink]]s, though they can be obtained through a few other ways. Most [[tribal]] pawns - those with ''Natural'' meditation - have a special connection with the [[anima tree]]. If they meditate at the tree for enough time, they can undergo a [[Anima tree#Linking ritual|linking ritual]]. &lt;br /&gt;
&lt;br /&gt;
You can also get [[psylink neuroformer]]s from quests. [[Quests#The Deserter|The Deserter]] quest will allow you to betray the empire for an opportunity to gain 2 psylink neuroformers. Note that there is no special &amp;quot;betray the empire&amp;quot; questline or mechanic, beyond the aforementioned quest. The empire can be re-allied with enough gifts or peace talks.&lt;br /&gt;
&lt;br /&gt;
==Mechanoid clusters==&lt;br /&gt;
{{Main|Mech cluster||Condition causer}}&lt;br /&gt;
&lt;br /&gt;
Mechanoids have evolved. [[Mech cluster]]s are a new type of [[major threat]] - stationary encampments which present a new tactical challenge. Like [[crashed ship parts]], mech clusters always start dormant, but you may have to deal with them immediately. They put the player on the offensive, which contrasts with the defense-oriented fights in the base game.&lt;br /&gt;
&lt;br /&gt;
You can split mech clusters into 2 parts.&lt;br /&gt;
* The first part is the [[condition causer]]. These can range from [[toxic spewer]]s, which create an everlasting [[toxic fallout]], to [[EMI dynamo]]s, which disable all electric devices. These serve as incentive for you to destroy the cluster. But you don't ''have'' to. In any case, not all mech clusters come with a condition causer.&lt;br /&gt;
* The second part is the structure of the cluster itself. Mech clusters can come with [[wall]]s, explosive [[unstable power cell]]s, and [[turret]]s. They can be protected by [[mech low-shield]]s or [[mech high-shield]]s, preventing gunfire or mortar fire until disabled (respectively). &lt;br /&gt;
And, of course, clusters come with [[mechanoid]]s. They can come sleeping, hidden in a [[mech capsule]], or produced by a [[mech assembler]].&lt;br /&gt;
&lt;br /&gt;
Mech clusters start dormant. Unless you shoot at a mech or build near the cluster, they won't wake up on their own. [[Count-down activator]]s can wake mechs after a certain period of time. [[Proximity activator]]s will wake mechs if you enter its radius. In any case, the condition causer will activate even if the rest of the mech cluster remains dormant. &lt;br /&gt;
&lt;br /&gt;
Due to their unique structures, mech clusters offer a wide variety of tactical engagement. Sometimes, [[mortar]]s are the best option. If a [[mech high-shield]] is in place, a different sort of strategy is in order. A few can be defeated with a key sniper shot to a critical structure. And who says ''you'' need to deal with the cluster? With the right set up, [[raider]]s can be lured to fight the cluster for you.&lt;br /&gt;
&lt;br /&gt;
In addition, both mechs and pirates can deploy condition causers from far away. You must [[caravan]] or [[transport pod]] to its location, destroy the condition causers, and get out.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The Royalty DLC adds a lot of quests. This DLC adds more quests than what the base game had.&lt;br /&gt;
&lt;br /&gt;
Some are simple. Accept a [[raid]] for a reward. Build a structure, for a reward. Others are more intrinsically complex. Host a noble, derpy animals, or desperate refugees. A quest may ask you to fight a huge mechanoid cluster, but also include help from elite Imperial cataphracts to make the battle winnable.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
The Royalty DLC comes with a variety of high-tech gear, implants, and other items.&lt;br /&gt;
&lt;br /&gt;
* New ultratech melee weapons. Royalty introduces the [[monosword]], [[zeushammer]], and [[plasmasword]], and their [[persona weapon|persona]] variants. Persona weapons come with unique traits that can hinder or help their wielder. &lt;br /&gt;
* New armor. [[Cataphract armor]] is the new heaviest [[power armor]] in the game. Royalty introduces 3 variants of existing power armor - the [[locust armor]], [[grenadier armor]], and [[phoenix armor]], each providing a unique ability for a small stat penalty. [[Prestige armor]] is another variant of power armor - mostly identical to their base variant, but pleases [[noble]]s.&lt;br /&gt;
* A large amount of [[artificial body part]]s. [[Drill arm]]s and [[field hand]]s improve their associated work speed drastically. [[Neurocalculator]]s and [[learning assistant]]s help with mental tasks. [[Circadian half-cycler]]s will make your pawns never sleep again - though at a steep [[Consciousness]] penalty. &lt;br /&gt;
* [[Utility]] items. [[Low-shield pack]]s protect against ''all'' bullets for its duration, unless it is hit by [[EMP]]. [[Jump pack]]s allow a user to fly across a battlefield.&lt;br /&gt;
&lt;br /&gt;
Many items introduced in Royalty, like cataphract armor, requires a [[techprint]] before you can research and create them yourself. The ultratech melee weapons cannot be created by your colony at all, only traded.&lt;br /&gt;
&lt;br /&gt;
==Royal Ascent==&lt;br /&gt;
{{Main|Royal Ascent}}&lt;br /&gt;
The [[Royal Ascent]] quest is a new endgame quest provided by the Royalty DLC. The High Stellarch - the de-facto leader of the empire - can offer your colony a way off the planet, if their royal demands are met.&lt;br /&gt;
&lt;br /&gt;
Once you have a pawn with the Archon [[title]], you can request a customary visit from the High Stellarch, along with 4 imperial guards. This visit lasts for 12 days. Like the [[ship launch]], you'll have to contend with constant [[raid]]s, from those who want to dethrone the stellarch. An additional challenge is the stellarch themselves - you must keep them happy enough throughout the stay. &lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
This expansion includes a new full album worth of new music by Alistair Lindsay, composer of the original RimWorld soundtrack.&lt;br /&gt;
&lt;br /&gt;
There are 13 new tracks totaling 1:04:14 in length.&lt;br /&gt;
&lt;br /&gt;
{{Royalty navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Royalty| ]]&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Downloadable_content&amp;diff=160857</id>
		<title>Downloadable content</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Downloadable_content&amp;diff=160857"/>
		<updated>2025-04-10T00:34:19Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downloadable content, or DLCs, are official content paid and downloaded separately for the main game.&lt;br /&gt;
&lt;br /&gt;
In RimWorld, The DLCs were first introduced alongside the 1.1 update.&lt;br /&gt;
&lt;br /&gt;
== List of DLCs ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[File:RoyaltyIcon.png     |100px|link=Royalty DLC|Royalty DLC]]&lt;br /&gt;
| width=100px height=50px | [[File:IdeologyIcon.png    |100px|link=Ideology DLC|Ideology DLC]]&lt;br /&gt;
| width=100px height=50px | [[File:BiotechIcon.png     |100px|link=Biotech DLC|Biotech DLC]]&lt;br /&gt;
| width=100px height=50px | [[File:AnomalyIcon.png     |100px|link=Anomaly DLC|Anomaly DLC]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Royalty DLC]]&amp;lt;br&amp;gt;(1.1)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Ideology DLC]]&amp;lt;br&amp;gt;(1.3)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Biotech DLC]]&amp;lt;br&amp;gt;(1.4)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Anomaly DLC]]&amp;lt;br&amp;gt;(1.5)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=145469</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=145469"/>
		<updated>2024-05-07T01:15:29Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Added a tidbit about how certain research require techprints and chips. Should be group up all the biotech mechanoid chips into a single page instead?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]], and [[Biotech DLC]] require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed. &lt;br /&gt;
&lt;br /&gt;
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.&lt;br /&gt;
&lt;br /&gt;
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s start at a Neolithic tech level, so certain research costs are increased:&lt;br /&gt;
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. &lt;br /&gt;
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.&lt;br /&gt;
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.&lt;br /&gt;
&lt;br /&gt;
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.&lt;br /&gt;
&lt;br /&gt;
=== Research speed ===&lt;br /&gt;
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.&lt;br /&gt;
{{Research Points Table/explanation}}&lt;br /&gt;
{{Research Points Table|2500}}&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
=== Neolithic Research Projects ===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Medieval Research Projects ===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Industrial Research Projects ===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{Ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced lights&amp;quot;&lt;br /&gt;
! Advanced lights&lt;br /&gt;
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;br/&amp;gt;[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam turret&amp;quot;&lt;br /&gt;
! Foam turret&lt;br /&gt;
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1600&lt;br /&gt;
| [[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rocketswarm launcher&amp;quot;&lt;br /&gt;
! Rocketswarm launcher&lt;br /&gt;
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration {{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br/&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger {{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator {{BiotechIcon}}&lt;br /&gt;
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics {{BiotechIcon}}&lt;br /&gt;
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor {{BiotechIcon}}&lt;br /&gt;
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br/&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics {{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest {{BiotechIcon}}&lt;br /&gt;
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures {{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube [[embryo]] from a fertile man and woman, then implant the embryo in a surrogate mother or [[growth vat]]. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas {{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic [[tox gas]].&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a [[diabolus]] threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br/&amp;gt;1x [[Signal chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech {{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]&amp;lt;br/&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer {{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Spacer Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep casket&amp;quot;&lt;br /&gt;
! Cryptosleep casket&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]]&amp;lt;br/&amp;gt;[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br/&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Brain Wiring [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Specialized Limbs [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Compact Weaponry [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br/&amp;gt;1x Poison Synthesis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
=== Ultra Research Projects ===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Healing Factors [[Techprint]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br/&amp;gt;[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech {{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an [[apocriton]] threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br/&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br/&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Anomaly ==&lt;br /&gt;
{{Stub|section=1|reason=This System has way more to it than just the projects itself, and may even require splitting}} &amp;lt;!-- may be a good idea to split basic and advanced into two tables --&amp;gt; &amp;lt;!-- potentially make serums their own as well? --&amp;gt;&lt;br /&gt;
Void-related technologies unlocked by studying unnatural [[Entities|entities]]. One Basic, and one Advanced research can be studied at the same time. Studying Anomaly objects ([[Void_monolith|Void monolith]], or [[Entities|entities]]) will produce research points depending on the level of the object studied. For example, studying a [[Gorehulk|Gorehulk]] might yield 0.30 basic research points, but studying a [[Revenant|Revenant]] might yield 0.45 advanced research points. For this reason, it is a good idea to have a various selection of entities in [[containment|containment]] in order to advance the Anomaly research tree.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost &amp;lt;!-- knowledgeCost--&amp;gt;&lt;br /&gt;
! Required Research &amp;lt;!-- prerequisites --&amp;gt;&lt;br /&gt;
! Category &amp;lt;!-- There are 6 categories of research, but only 5 listed --&amp;gt; &amp;lt;!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout --&amp;gt;&lt;br /&gt;
! Required [[Entities|Entity]] Tier &amp;lt;!-- knowledgeCategory --&amp;gt; &amp;lt;!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech --&amp;gt;&lt;br /&gt;
! width=&amp;quot;250px&amp;quot; | Unlocks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Bioferrite content --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvesting {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioferrite shaping&amp;quot;&lt;br /&gt;
! Bioferrite shaping {{AnomalyIcon}}&lt;br /&gt;
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioferrite weaponry&amp;quot; &amp;lt;!-- for some reason its def name is BioferriteIgnition --&amp;gt;&lt;br /&gt;
! Bioferrite weaponry {{AnomalyIcon}}&lt;br /&gt;
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&amp;lt;br/&amp;gt;[[#Precision rifling|Precision rifling]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioferrite generator&amp;quot;&lt;br /&gt;
! Bioferrite generator {{AnomalyIcon}}&lt;br /&gt;
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Electroharvester|Electroharvester]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Void sculptures&amp;quot;&lt;br /&gt;
! Void sculptures {{AnomalyIcon}}&lt;br /&gt;
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Void provocation|Void provocation]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insanity weaponry&amp;quot;&lt;br /&gt;
! Insanity weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mutation weaponry&amp;quot;&lt;br /&gt;
! Mutation weaponry {{AnomalyIcon}}&lt;br /&gt;
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Atmospheric heater&amp;quot;&lt;br /&gt;
! Atmospheric heater {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite generator|Bioferrite generator]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Frenzy inducer&amp;quot;&lt;br /&gt;
! Frenzy inducer {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Sleep suppressor|Sleep suppressor]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep suppressor&amp;quot;&lt;br /&gt;
! Sleep suppressor {{AnomalyIcon}}&lt;br /&gt;
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&amp;lt;br/&amp;gt;[[#Entity containment|Entity containment]]&lt;br /&gt;
| Bioferrite&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Containment content --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Entity containment&amp;quot;&lt;br /&gt;
! Entity containment {{AnomalyIcon}}&lt;br /&gt;
| Build holding platforms and inhibitors to better contain [[Entities|entities]].&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electroharvester&amp;quot;&lt;br /&gt;
! Electroharvester {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Disruptor flares&amp;quot;&lt;br /&gt;
! Disruptor flares {{AnomalyIcon}}&lt;br /&gt;
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Entity containment|Entity Containment]]&amp;lt;br/&amp;gt;[[#Bioferrite shaping|Bioferrite Shaping]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proximity detector&amp;quot;&lt;br /&gt;
! Proximity detector {{AnomalyIcon}}&lt;br /&gt;
| Build a device that can detect invisible creatures.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Entity containment|Entity containment]]&lt;br /&gt;
| Containment&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Psychic rituals --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Void provocation&amp;quot; &amp;lt;!-- def name is BasicPsychicRituals --&amp;gt;&lt;br /&gt;
! Void provocation {{AnomalyIcon}}&lt;br /&gt;
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Draw animals&amp;quot; &amp;lt;!-- for some reason its def name is SummonAnimals --&amp;gt;&lt;br /&gt;
! Draw animals {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Draw shamblers&amp;quot; &amp;lt;!-- for some reason its def name is SummonShamblers --&amp;gt;&lt;br /&gt;
! Draw shamblers {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chronophagy&amp;quot;&lt;br /&gt;
! Chronophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Psychophagy|Psychophagy]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychophagy&amp;quot;&lt;br /&gt;
! Psychophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skip abduction&amp;quot;&lt;br /&gt;
! Skip abduction {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Summon fleshbeasts&amp;quot;&lt;br /&gt;
! Summon fleshbeasts {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Draw animals|Draw animals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Advanced psychic rituals --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced psychic rituals&amp;quot;&lt;br /&gt;
! Advanced psychic rituals {{AnomalyIcon}}&lt;br /&gt;
| Perform advanced [[Psychic rituals|psychic rituals]].&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Void provocation|Void provocation]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Provoke pit gate&amp;quot; &amp;lt;!-- def name is SummonPitGate --&amp;gt;&lt;br /&gt;
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.&lt;br /&gt;
| 80&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Death refusal&amp;quot;&lt;br /&gt;
! Death refusal {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Philophagy&amp;quot;&lt;br /&gt;
! Philophagy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Chronophagy|Chronophagy]]&amp;lt;br/&amp;gt;[[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pleasure pulse&amp;quot;&lt;br /&gt;
! Pleasure pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neurosis pulse&amp;quot;&lt;br /&gt;
! Neurosis pulse {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blood rain&amp;quot;&lt;br /&gt;
! Blood rain {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.&lt;br /&gt;
| 50&lt;br /&gt;
| [[#Advanced psychic rituals|Advanced psychic rituals]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brainwipe&amp;quot;&lt;br /&gt;
! Brainwipe {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Philophagy|Philophagy]]&lt;br /&gt;
| Psychic ritual&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Serums --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Serum synthesis&amp;quot;&lt;br /&gt;
! Serum synthesis {{AnomalyIcon}}&lt;br /&gt;
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.&lt;br /&gt;
| 15&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Metalblood serum&amp;quot;&lt;br /&gt;
! Metalblood serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize metalblood serums that make the user more resistant to damage.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mind-numb serum&amp;quot;&lt;br /&gt;
! Mind-numb serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Juggernaut serum&amp;quot;&lt;br /&gt;
! Juggernaut serum {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.&lt;br /&gt;
| 35&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&lt;br /&gt;
| Serums&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Misc --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bliss lobotomy&amp;quot;&lt;br /&gt;
! Bliss lobotomy {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.&lt;br /&gt;
| 25&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ghoul infusion&amp;quot;&lt;br /&gt;
! Ghoul infusion {{AnomalyIcon}}&lt;br /&gt;
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.&lt;br /&gt;
| 30&lt;br /&gt;
| [[#Bioferrite harvesting|Bioferrite harvesting]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ghoul enhancements&amp;quot;&lt;br /&gt;
! Ghoul enhancements {{AnomalyIcon}}&lt;br /&gt;
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Ghoul infusion|Ghoul infusion]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ghoul resurrection&amp;quot;&lt;br /&gt;
! Ghoul resurrection {{AnomalyIcon}}&lt;br /&gt;
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.&lt;br /&gt;
| 20&lt;br /&gt;
| [[#Serum synthesis|Serum synthesis]]&amp;lt;br/&amp;gt;[[#Ghoul infusion|Ghoul enhancements]]&lt;br /&gt;
| Misc &amp;lt;!-- says serum but it's considered misc in defs --&amp;gt;&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deadlife dust&amp;quot;&lt;br /&gt;
! Deadlife dust {{AnomalyIcon}}&lt;br /&gt;
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.&lt;br /&gt;
| 60&lt;br /&gt;
| [[#Bioferrite shaping|Bioferrite shaping]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Basic&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Revenant invisibility&amp;quot;&lt;br /&gt;
! Revenant invisibility {{AnomalyIcon}}&lt;br /&gt;
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.&lt;br /&gt;
| 40&lt;br /&gt;
| [[#Disruptor flares|Disruptor flares]]&lt;br /&gt;
| Misc&lt;br /&gt;
| Advanced&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
:{{Note label||Anomaly Research Points|A}} Progress towards anomaly research requires studying [[Entities|entities]], and is seperate from normal research progress.&lt;br /&gt;
:{{Note label||Anomaly Research Points|B}} Basic and advanced techs require their respective entity tier to progress research.&lt;br /&gt;
:{{Note label||Anomaly Research Points|C}} &amp;quot;The Anomaly&amp;quot; scenario starts with a single [[Holding platform|holding platform]] and [[Proximity detector|proximity detector]]&lt;br /&gt;
:{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a &amp;quot;fallen monolith&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
=== Industrial start ===&lt;br /&gt;
The suggested research path for Industrials (i.e. a &amp;quot;Crashlanded&amp;quot; start) is: &lt;br /&gt;
# One of:{{Ref label|Power|1}}&lt;br /&gt;
#* [[Batteries]] and [[solar generator]]s&lt;br /&gt;
#* [[Watermill generator]]s&lt;br /&gt;
#* [[Geothermal generator]]&lt;br /&gt;
# [[Research#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}&lt;br /&gt;
# [[Multi-analyzer]] {{Ref label|Multi|3}}&lt;br /&gt;
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}&lt;br /&gt;
At any point, modern weapons{{Ref label|Weapons|4}} (Smithing, Machining, Gunsmithing, etc.) should be researched, up to a certain level. You may want to research towards guns as soon as you finish power. The rest is up to you.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. &lt;br /&gt;
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s.&lt;br /&gt;
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.&lt;br /&gt;
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.&lt;br /&gt;
:{{Note label|Weapons|4}} Defense. On a dangerous map, a quick detour to [[Research#Gunsmithing|Gunsmithing]] (for basic rifles/shotguns/revolvers) may be desirable as soon as possible. The ideal is to get to Gas Operation and/or Precision Rifling, and make guns unlocked from these research. The weapons given from the Crashlanded start, and any guns held by [[raider]]s, should suffice until then.&lt;br /&gt;
&lt;br /&gt;
=== Tribal start ===&lt;br /&gt;
For tribals (i.e. a &amp;quot;Lost Tribe&amp;quot; start), the research path should be ''something''* like:&lt;br /&gt;
# [[Clothing|Complex Clothing]] {{Ref label|Clothing|1}} &lt;br /&gt;
# [[Furniture|Complex Furniture]] {{Ref label|Furniture|2}} &lt;br /&gt;
# One or both of:&lt;br /&gt;
#* Stonecutting{{Ref label|Stone|3}} &lt;br /&gt;
#* [[Fueled smithy|Smithing]] {{Ref label|Smithing|4}} &lt;br /&gt;
&lt;br /&gt;
Then the same as Industrial (above), but with Electricity prior to researching the rest. Air Conditioning is often a priority, too.&lt;br /&gt;
&lt;br /&gt;
'''Notes: '''&lt;br /&gt;
The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players will rush to Electricity. Many players fall in the middle, grabbing one or three key techs and ''then'' going straight to central air cooling.&lt;br /&gt;
:{{Note label|Clothing|1}} Unless you landed in a ''very'' forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.&lt;br /&gt;
:{{Note label|Furniture|2}} Increases comfort of your colonists. [[Bed]]s, [[end table]]s and [[dresser]]s, [[dining chair]]s, and [[poker table]]s are very useful for mood and other general buffs.&lt;br /&gt;
:{{Note label|Stone|3}} Stone is a common and nonflammable material, great for [[wall]]s. On some maps, it's quite possible to live underground (if you can mine that much). You can also use the very limited stone from [[ruin]]s, and/or make every building from wood (until it burns down).&lt;br /&gt;
:{{Note label|Smithing|4}} Superior melee weapons. Smithing is also a prerequisite for Machining.&lt;br /&gt;
&lt;br /&gt;
=== Extreme starts ===&lt;br /&gt;
For hardcore 500% Randy runs, you may want to get to Greatbows. These are effectively cheap, low-wealth [[bolt-action rifle]]s, which can take out early [[siege]]s and other threats you need to snipe. Then, you'll want to get to Machining, Gas Operation, and Mortars.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split &amp;quot;Hospital beds&amp;quot; into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -&amp;gt; [[#Machining|Machining]].&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.&lt;br /&gt;
&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=145018</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=145018"/>
		<updated>2024-05-02T06:04:56Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: /* Entity List */ Added extra information regarding containment, and related production. Needs values for research gain. Thank you GoopsterCube&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
'''Entities''' are the major threats of the [[Anomaly DLC]]. After a colonist investigates the monolith, entities will begin to spawn. All entities will appear in the Entity Codex after being discovered.&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will be automatically set to study them which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
For more information while this page is under construction, see [[Anomaly]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
!Research gain&lt;br /&gt;
!Containment strength requirement&lt;br /&gt;
!Bioferrite/Day&lt;br /&gt;
!Power Output (W)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
![[Void monolith]]&lt;br /&gt;
|A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
![[Harbinger tree]]&lt;br /&gt;
|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
![[Fleshbeast]]&lt;br /&gt;
|Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|&lt;br /&gt;
|20(Fingerspike)&amp;lt;br&amp;gt;40(Trispike)&amp;lt;br&amp;gt;50(Toughspike)&amp;lt;br&amp;gt;75(Bulbfreak)&lt;br /&gt;
|1.2(Fingerspike)&amp;lt;br&amp;gt;2(Trispike)&amp;lt;br&amp;gt;2(Toughspike)&amp;lt;br&amp;gt;7(Bulbfreak)&lt;br /&gt;
|120(Fingerspike)&amp;lt;br&amp;gt;200(Trispike)&amp;lt;br&amp;gt;200(Toughspike)&amp;lt;br&amp;gt;700(Bulbfreak)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
![[Sightstealer]]&lt;br /&gt;
|Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|1.6&lt;br /&gt;
|160&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
![[Shambler]]&lt;br /&gt;
|Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
|&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
![[Ghoul]]&lt;br /&gt;
|A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
![[Gorehulk]]&lt;br /&gt;
|A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
|&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|400&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathpall.png|72px|link=Deathpall|Deathpall]]&lt;br /&gt;
![[Deathpall]]&lt;br /&gt;
|A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
!Research gain&lt;br /&gt;
!Containment strength requirement&lt;br /&gt;
!Bioferrite/Day&lt;br /&gt;
!Power Output (W)&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
![[Pit gate]]&lt;br /&gt;
|A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
![[Dreadmeld]]&lt;br /&gt;
|A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
![[Fleshmass heart]]&lt;br /&gt;
|The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
![[Fleshmass nucleus]]&lt;br /&gt;
|The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
![[Chimera]]&lt;br /&gt;
|A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|3.23&lt;br /&gt;
|430&lt;br /&gt;
|-&lt;br /&gt;
![[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
![[Devourer]]&lt;br /&gt;
|A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
|&lt;br /&gt;
|90&lt;br /&gt;
|4&lt;br /&gt;
|800&lt;br /&gt;
|-&lt;br /&gt;
![[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
![[Noctolith]]&lt;br /&gt;
|A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
![[Noctol]]&lt;br /&gt;
|A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|&lt;br /&gt;
|60&lt;br /&gt;
|3&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
![[Revenant]]&lt;br /&gt;
|A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|4&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
![[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
![[Metalhorror]]&lt;br /&gt;
|A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|&lt;br /&gt;
|110&lt;br /&gt;
|4.4&lt;br /&gt;
|220&lt;br /&gt;
|-&lt;br /&gt;
![[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
![[Nociosphere]]&lt;br /&gt;
|A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7.2&lt;br /&gt;
|720&lt;br /&gt;
|-&lt;br /&gt;
![[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
![[Blood rain]]&lt;br /&gt;
|A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
![[Twisted obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
![[Corrupted obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
![[Warped obelisk]]&lt;br /&gt;
|A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
![[Golden cube]]&lt;br /&gt;
|A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
![[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
![[Unnatural corpse]]&lt;br /&gt;
|An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
![[Void structure]]&lt;br /&gt;
|A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
![[Void node]]&lt;br /&gt;
|A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
{{Main|Containment}}&lt;br /&gt;
There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under &amp;quot;Containment&amp;quot;) the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity.&lt;br /&gt;
&lt;br /&gt;
The Holding Spot and Holding Platform do not appear to intrinsically provide any bonus to containment, but instead derive their strength from other factors. These include:&lt;br /&gt;
- How brightly illuminated the room is&lt;br /&gt;
- The average HP of the walls&lt;br /&gt;
- The average HP of the door &lt;br /&gt;
- If the floor is covered with Biorferrite Plate&lt;br /&gt;
- If any special facilities are present, such as the Shard Inhibitor or Bioferrite Harvestor&lt;br /&gt;
- The temperature of the room&lt;br /&gt;
- If other Entities are also restrained in the room&lt;br /&gt;
&lt;br /&gt;
Thus a Containment Cell (the room type of a room with a Holding Spots or Holding Platform in it) with only one occupant, restrained in a Holding Platform, in a brightly lit room, made with uranium doors and walls, will be much more secure than a Containment Cell with multiple occupants, restrained in Holding Spots, in an unlit room, made with wooden doors and walls. Also a badly injured entity will unable to breakout similar to prisoners or slaves.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144610</id>
		<title>User:KirbyTurtleDuck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144610"/>
		<updated>2024-04-27T04:53:05Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Minor changes here and there, probably a long while until i can reach final version for each navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I really should make a comic on some of my colonies one day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stories from rimworld I've had so far&amp;lt;br&amp;gt;&lt;br /&gt;
- A rought outlander scrapper finds an abandoned factory.&lt;br /&gt;
&lt;br /&gt;
List of things to do, I suppose&amp;lt;br&amp;gt;&lt;br /&gt;
- Fully document the undocumented, currently Anomaly needs a lot of love.&amp;lt;br&amp;gt;&lt;br /&gt;
- Standardization, we desperately need to make the main page of each DLC more similar and organised. Royalty is fine, Ideology is a mess, and Biotech still has some kinks.&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn to code? I'm not a modder, but I'm an artist, and rather meticulous,  if possible, I wanna learn how to do retextures and fix translation issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Testing with Templates, standardizing Biotech navbox to be similar to Royalty. Make Ideology navbox? one day, maybe&amp;lt;br&amp;gt;&lt;br /&gt;
How do I colour Navboxes? Should make Royalty navbox gold, and Biotech Navbox blue, keeping it thematic&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis. A lot of seemingly obsolete links, maybe. What the hell is a stasis cocoon? Gene Modding should need a guide page, or dedicated page I think.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update figured out how to add colours, but seems inconsistent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update 2 Biotech Navbox is complete. Only link missing is mech signallers, I am unsure what this is. I've coloured the all the DLC navboxes, each looks great, but Ideology seems a but bright? The hex colours I chose were from the DLC templates.&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Biotech navbox test&lt;br /&gt;
| title = [[Biotech (DLC)]]&lt;br /&gt;
| titlegroup = [[File:BiotechIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Biotech DLC]]&lt;br /&gt;
| basestyle = background: #6bb6bb;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Mechanitor&lt;br /&gt;
  |list1 = [[Mechlord suit]] ([[Mechlord helmet|helmet]]) &amp;amp;bull;}}&lt;br /&gt;
| group2 = Families&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Relationships&lt;br /&gt;
  | list1  = [[Reproduction]] &amp;amp;bull; [[Children]]&lt;br /&gt;
  | group2 = Life stages&lt;br /&gt;
  | list2  = [[Babies]] &amp;amp;bull; [[Children]] &amp;amp;bull; [[Human|Adults]]&lt;br /&gt;
  | group3 = Furniture&lt;br /&gt;
  | list3  = [[Crib]] &amp;amp;bull; [[Baby sleeping spot]] &amp;amp;bull; [[Growth vat]] &amp;amp;bull; [[Toy box]] &amp;amp;bull; [[Baby decoration]] &amp;amp;bull; [[School desk]] &amp;amp;bull; [[Blackboard]]}}&lt;br /&gt;
| group3 = Genetics&lt;br /&gt;
| list3  = {{Navbox subgroup&lt;br /&gt;
  | group1 = [[Xenohumans]]&lt;br /&gt;
  | list1 = [[File:Baseliner.png|18px|Baseliner]]Baseliner &amp;amp;bull; [[File:Other.png|18px]]Hybrids &amp;amp;bull; [[File:Dirtmole.png|18px|link=Dirtmoles]][[Dirtmoles]] &amp;amp;bull; [[File:Genie.png|18px|link=Genies]][[Genies]] &amp;amp;bull; [[File:Highmate.png|18px|link=Highmates]][[Highmates]] &amp;amp;bull; [[File:Hussar.png|18px|link=Hussars]][[Hussars]] &amp;amp;bull; [[File:Impid.png|18px|link=Impids]][[Impids]] &amp;amp;bull; [[File:Neanderthal.png|18px|link=Neanderthals]][[Neanderthals]] &amp;amp;bull; [[File:PigskinXenotype.png|18px|link=Pigskins]][[Pigskins]] &amp;amp;bull; [[File:Sanguophage.png|18px|link=Sanguophages]][[Sanguophages]] &amp;amp;bull; [[File:Waster.png|18px|link=Wasters]][[Wasters]] &amp;amp;bull; [[File:Yttakin.png|18px|link=Yttakin]][[Yttakin]]&lt;br /&gt;
  | group2 = [[Genes]]&lt;br /&gt;
  | list2 = [[Germline]] &amp;amp;bull; [[Xenogene]] &amp;amp;bull; [[Metabolic efficiency]]&lt;br /&gt;
  | group3 = Genetic Modifications&lt;br /&gt;
  | list3 = [[Genepack]] &amp;amp;bull; [[Gene extractor]] &amp;amp;bull; [[Gene bank]] &amp;amp;bull; [[Gene assembler]] &amp;amp;bull; [[Gene processor]] &amp;amp;bull; [[Xenogerm]] &amp;amp;bull; [[Archite capsules]]&lt;br /&gt;
  | group4 = [[Deathrest]]&lt;br /&gt;
  | list4 = [[Deathrest accelerator]] &amp;amp;bull; [[Deathrest capacity serum]] &amp;amp;bull; [[Deathrest casket]] &amp;amp;bull; [[Glucosoid pump]] &amp;amp;bull; [[Hemogen amplifier]] &amp;amp;bull; [[Hemopump]] &amp;amp;bull; [[Psychofluid pump]]}}&lt;br /&gt;
| group4 = Mechanoids&lt;br /&gt;
| list4  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Labourers&lt;br /&gt;
  | list1  = [[Agrihand]] &amp;amp;bull; [[Cleansweeper]] &amp;amp;bull; [[Constructoid]] &amp;amp;bull; [[Fabricor]] &amp;amp;bull; [[Lifter]] &amp;amp;bull; [[Paramedic]] &amp;amp;bull; [[Tunneler]]&lt;br /&gt;
  | group2 = Combatants&lt;br /&gt;
  | list2  = [[Centurion]] &amp;amp;bull; [[Legionary]] &amp;amp;bull; [[Militor]] &amp;amp;bull; [[Scorcher]] &amp;amp;bull; [[Tesseron]]&lt;br /&gt;
  | group3 = Commanders&lt;br /&gt;
  | list3  = [[Apocriton]] &amp;amp;bull; [[Diabolus]] &amp;amp;bull; [[War queen]] &amp;amp;bull; [[War urchin]]}}&lt;br /&gt;
| group5 = Mechanitors&lt;br /&gt;
| list5  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Control&lt;br /&gt;
  | list1 = [[Mechlink]] &amp;amp;bull; [[Band node]] &amp;amp;bull; [[Mech booster|Mech boosters]] &amp;amp;bull; [[Mech signaller|Mech signallers]] &amp;amp;bull; [[Control pack]] &amp;amp;bull; [[Airwire headset]]&lt;br /&gt;
  | group2 = Mechanoid creation&lt;br /&gt;
  | list2 = [[Basic subcore]] &amp;amp;bull; [[Standard subcore]] &amp;amp;bull; [[High subcore]] &amp;amp;bull; [[Subcore encoder]] &amp;amp;bull; [[Subcore softscanner]] &amp;amp;bull; [[Subcore ripscanner]] &amp;amp;bull; [[Mech gestator]]&lt;br /&gt;
  | group3 = Maintenance &lt;br /&gt;
  | list3 = [[Mech recharger]] ([[Large mech recharger|large]])}}&lt;br /&gt;
| group6 = [[Pollution]]&lt;br /&gt;
| list6  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Nature&lt;br /&gt;
  | list1 = [[Toxalope]] &amp;amp;bull; [[Toxipotato plant]] &amp;amp;bull; [[Waste rat]] &amp;amp;bull; [[Gray pine tree]] &amp;amp;bull; [[Pebble cactus]] &amp;amp;bull; [[Rat palm tree]] &amp;amp;bull; [[Witchwood tree]] &amp;amp;bull; [[Stasis cocoon]]&lt;br /&gt;
  | group2 = Mitigation&lt;br /&gt;
  | list2 = [[Wastepack|Wastepacks]] &amp;amp;bull; [[Wastepack atomizer|Atomizers]] &amp;amp;bull; [[Pollution pump|Pollution pumps]] &amp;amp;bull; [[Polux trees]]&lt;br /&gt;
  | group3 = Adaptation&lt;br /&gt;
  | list3 = [[Face mask]] &amp;amp;bull; [[Gas mask]] &amp;amp;bull; [[Tox grenades]] &amp;amp;bull; [[Tox pack]] &amp;amp;bull; [[Tox shell]] &amp;amp;bull; [[Toxic needle gun]] &amp;amp;bull; [[Toxbomb launcher]] &amp;amp;bull; [[Detoxifier kidney]] &amp;amp;bull; [[Detoxifier lung]]&lt;br /&gt;
  | group4 = Hubris&lt;br /&gt;
  | list4 = [[Toxifier generator]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Ideology navbox test&lt;br /&gt;
| title = [[Ideology (DLC)]]&lt;br /&gt;
| titlegroup = [[File:IdeologyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Ideology DLC]]&lt;br /&gt;
| basestyle = background: #f26c6b;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1 = [[Authority cap]] &amp;amp;bull; [[Blindfold]]&amp;amp;bull; [[Broadwrap]] &amp;amp;bull; [[Burka]] &amp;amp;bull; [[Flophat]] &amp;amp;bull; [[Headwrap]] &amp;amp;bull; [[Shadecone]] &amp;amp;bull; [[Slave body strap]] ([[Slave collar|collar]]) &amp;amp;bull; [[Slicecap]] &amp;amp;bull; [[Tailcap]] &amp;amp;bull; [[Torture crown]] &amp;amp;bull; [[Visage mask]]&lt;br /&gt;
| group2 = [[Ideoligions]]&lt;br /&gt;
| list2  = [[Structure]] &amp;amp;bull; [[Culture]] &amp;amp;bull; [[Style]] &amp;amp;bull; [[Memes]] &amp;amp;bull; [[Precepts]] &amp;amp;bull; [[Roles]] ([[Leader]]) ([[Moral Guide]]) ([[Specialist]]) &amp;amp;bull; [[Rituals]] &amp;amp;bull; [[Relic]]&lt;br /&gt;
| group3 = Slavery&lt;br /&gt;
| list3  = Suppressiom, terror sculptures, slave collar, slave body strap&lt;br /&gt;
| group4 = Tree connection&lt;br /&gt;
| list4 = put gauranlen stuff here&lt;br /&gt;
| group5 = Buildables&lt;br /&gt;
| list5 = format like this? Sleep accelerator(Transhumanits) &amp;amp;bull; Autobong(high life)&lt;br /&gt;
| group6 = Apparel&lt;br /&gt;
| list6 = yadda yadda&lt;br /&gt;
| group7 = Archonexus?&lt;br /&gt;
| list7 = Fun fact. Ideology DLC does feature one new song for the Archonexus ending. Not sure if made by Alistair Lindsay&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Anomaly navbox test&lt;br /&gt;
| title = [[Anomaly (DLC)]]&lt;br /&gt;
| titlegroup = [[File:AnomalyIcon.png|frameless|32px|link=Anomaly(DLC)|Content added by the Anomaly DLC]]&lt;br /&gt;
| basestyle = background: #8e9967;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = -&lt;br /&gt;
| group2 = Entities&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Basic&lt;br /&gt;
  | list1  = [[Deathpall]] &amp;amp;bull; [[Fleshbeast]] &amp;amp;bull; [[Ghoul]] &amp;amp;bull; [[Gorehulk]] &amp;amp;bull; [[Harbinger tree]] &amp;amp;bull; [[Shambler]] &amp;amp;bull; [[Sightstealer]] &amp;amp;bull; [[Void monolith]]&lt;br /&gt;
  | group2 = Advanced&lt;br /&gt;
  | list2  = [[Blood rain]] &amp;amp;bull; [[Chimera]] &amp;amp;bull; [[Corrupted obelisk]] &amp;amp;bull; [[Devourer]] &amp;amp;bull;  [[Dreadmeld]] &amp;amp;bull; [[Fleshmass heart]] &amp;amp;bull; [[Fleshmass nucleus]] &amp;amp;bull; [[Golden cube]] &amp;amp;bull; [[Metalhorror]] &amp;amp;bull; [[Noctol]] &amp;amp;bull; [[Noctolith]] &amp;amp;bull; [[Nociosphere]] &amp;amp;bull; [[Pit gate]] &amp;amp;bull; [[Revenant]] &amp;amp;bull; [[Twisted obelisk]] &amp;amp;bull; [[Unnatural corpse]] &amp;amp;bull; [[Warped obelisk]]&lt;br /&gt;
  | group3 = Ultimate&lt;br /&gt;
  | list3  = [[Void node]] &amp;amp;bull; [[Void structure]]}}&lt;br /&gt;
| group3 = Psychic rituals&lt;br /&gt;
| list3  = [[Blood rain (ritual)|Blood rain]] &amp;amp;bull; [[Brainwipe]] &amp;amp;bull; [[Chronophagy]] &amp;amp;bull; [[Draw animals]] &amp;amp;bull; [[Draw fleshbeasts]] &amp;amp;bull; [[Draw shamblers]] &amp;amp;bull; [[Imbue death refusal]] &amp;amp;bull; [[Neurosis pulse]] &amp;amp;bull; [[Philophagy]] &amp;amp;bull; [[Pleasure pulse]] &amp;amp;bull; [[Provoke pit gate]] &amp;amp;bull; [[Psychophagy]] &amp;amp;bull; [[Skip abduction]] &amp;amp;bull; [[Void provocation]]&lt;br /&gt;
| group4 = Weapons&lt;br /&gt;
| list4  = Hellcat rifle, Nervespiker, &lt;br /&gt;
| group5 = Drugs? &lt;br /&gt;
| list5  = -&lt;br /&gt;
| group6 = Containment&lt;br /&gt;
| list6 = containment stuff.&lt;br /&gt;
| group7 = Resources? where to put Bioferrite&lt;br /&gt;
| list7 = -&lt;br /&gt;
| group8 = Something&lt;br /&gt;
| list8 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Royalty navbox test&lt;br /&gt;
| title = [[Royalty (DLC)]]&lt;br /&gt;
| titlegroup = [[File:RoyaltyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Royalty DLC]]&lt;br /&gt;
| basestyle = background: #efe284;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Armor&lt;br /&gt;
  | list1  = [[Cataphract armor]] ([[Cataphract helmet|helmet]]) &amp;amp;bull; [[Grenadier armor]] &amp;amp;bull; [[Gunlink]] &amp;amp;bull; [[Locust armor]] &amp;amp;bull; [[Prestige cataphract armor]] ([[Prestige cataphract helmet|helmet]]) &amp;amp;bull; [[Prestige marine armor]] ([[Prestige marine helmet|helmet]]) &amp;amp;bull; [[Prestige recon armor]] ([[Prestige recon helmet|helmet]])&lt;br /&gt;
  | group2 = Headwear&lt;br /&gt;
  | list2  = [[Beret]] &amp;amp;bull; [[Coronet]] &amp;amp;bull; [[Crown]] ([[Stellic crown|stellic]]) &amp;amp;bull; [[Eltex helmet]] &amp;amp;bull; [[Eltex skullcap]] &amp;amp;bull; [[Ladies hat]] &amp;amp;bull; [[Top hat]]&lt;br /&gt;
  | group3 = Robes&lt;br /&gt;
  | list3  = [[Cape]] &amp;amp;bull; [[Eltex robe]] &amp;amp;bull; [[Prestige robe]]&lt;br /&gt;
  | group4 = Tops&lt;br /&gt;
  | list4  = [[Corset]] &amp;amp;bull; [[Eltex shirt]] &amp;amp;bull; [[Eltex vest]] &amp;amp;bull; [[Formal shirt]] &amp;amp;bull; [[Formal vest]]}}&lt;br /&gt;
| group2 = Artificial body parts&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Artificial metabolism&lt;br /&gt;
  | list1  = [[Nuclear stomach]] &amp;amp;bull; [[Reprocessor stomach]] &amp;amp;bull; [[Sterilizing stomach]]&lt;br /&gt;
  | group2 = Brain wiring&lt;br /&gt;
  | list2  = [[Mindscrew]]&lt;br /&gt;
  | group3 = Circadian influence&lt;br /&gt;
  | list3  = [[Circadian assistant]] &amp;amp;bull; [[Circadian half-cycler]]&lt;br /&gt;
  | group4 = Compact weaponry&lt;br /&gt;
  | list4  = [[Elbow blade]] &amp;amp;bull; [[Hand talon]] &amp;amp;bull; [[Knee spike]]&lt;br /&gt;
  | group5 = Flesh shaping&lt;br /&gt;
  | list5  = [[Aesthetic nose]] &amp;amp;bull; [[Aesthetic shaper]] &amp;amp;bull; [[Love enhancer]]&lt;br /&gt;
  | group6 = Healing factors&lt;br /&gt;
  | list6  = [[Coagulator]] &amp;amp;bull; [[Healing enhancer]]&lt;br /&gt;
  | group7 = Molecular analysis&lt;br /&gt;
  | list7  = [[Gastro-analyzer]] &amp;amp;bull; [[Immunoenhancer]]&lt;br /&gt;
  | group8 = Neural computation&lt;br /&gt;
  | list8  = [[Learning assistant]] &amp;amp;bull; [[Neurocalculator]]&lt;br /&gt;
  | group9 = Poison synthesis&lt;br /&gt;
  | list9  = [[Venom fangs]] &amp;amp;bull; [[Venom talon]]&lt;br /&gt;
  | group10= Skin hardening&lt;br /&gt;
  | list10 = [[Armorskin gland]] &amp;amp;bull; [[Stoneskin gland]] &amp;amp;bull; [[Toughskin gland]]&lt;br /&gt;
  | group11= Specialized limbs&lt;br /&gt;
  | list11 = [[Drill arm]] &amp;amp;bull; [[Field hand]]&lt;br /&gt;
  | group12= Other&lt;br /&gt;
  | list12 = [[Psychic harmonizer]] &amp;amp;bull; [[Psychic reader]] &amp;amp;bull; [[Psychic sensitizer]] &amp;amp;bull; [[Psylink neuroformer]]&lt;br /&gt;
  | group13= Obsolete&lt;br /&gt;
  | list13 = [[Psychic silencer]]}}&lt;br /&gt;
| group3 = Diseases&lt;br /&gt;
| list3  = [[Blood rot]] &amp;amp;bull; [[Paralytic abasia]]&lt;br /&gt;
| group4 = [[Empire]]&lt;br /&gt;
| list4  =  [[Shuttle]] ([[ship landing beacon]]) &amp;amp;bull; [[Titles]]&lt;br /&gt;
| group5 = [[Fine floor]]s&lt;br /&gt;
| list5  = [[Fine carpet]] ([[Fine burgundy carpet|burgundy]]) ([[Fine indigo carpet|indigo]]) ([[Fine white carpet|white]]) &amp;amp;bull; [[Fine stone tile]]&lt;br /&gt;
| group6 = Furniture&lt;br /&gt;
| list6  = [[Brazier]] ([[Darklight brazier|darklight]] {{IdeologyIcon}}) &amp;amp;bull; [[Drape]] &amp;amp;bull; [[Harp]] &amp;amp;bull; [[Harpsichord]] &amp;amp;bull; [[Piano]]&lt;br /&gt;
| group7 = [[Mechanoid cluster]]s&lt;br /&gt;
| list7  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Buildings&lt;br /&gt;
  | list1  = [[Mech assembler]] &amp;amp;bull; [[Mech capsule]] &amp;amp;bull; [[Mech drop beacon]] &amp;amp;bull; [[Mech high-shield]] &amp;amp;bull; [[Mech low-shield]] &amp;amp;bull; [[Mech node]] &amp;amp;bull; [[Mini-slugger]] ([[Mini-slugger turret|turret]]) &amp;amp;bull; [[Proximity activator]] &amp;amp;bull; [[Unstable power cell]]&lt;br /&gt;
  | group2 = [[Condition causer]]s&lt;br /&gt;
  | list2  = [[Climate adjuster]] &amp;amp;bull; [[Count-down activator]] &amp;amp;bull; [[Defoliator]] &amp;amp;bull; [[EMI dynamo]] &amp;amp;bull; [[Psychic droner]] &amp;amp;bull; [[Psychic suppressor]] &amp;amp;bull; [[Smoke spewer]] &amp;amp;bull; [[Sun blocker]] &amp;amp;bull; [[Toxic spewer]] &amp;amp;bull; [[Weather controller]]}}&lt;br /&gt;
| group8 = Meditation&lt;br /&gt;
| list8  = [[Anima tree]] ([[anima grass|grass]]) &amp;amp;bull; [[Animus stone]] &amp;amp;bull; [[Meditation spot]] &amp;amp;bull; [[Meditation throne]] ([[Grand meditation throne|grand]]) &amp;amp;bull; [[Small nature shrine]] ([[Large nature shrine|large]])&lt;br /&gt;
| group9 = Utility&lt;br /&gt;
| list9  = [[Jump pack]] &amp;amp;bull; [[Low-shield pack]] ([[shield core]]) &amp;amp;bull; [[Orbital mech cluster targeter]]&lt;br /&gt;
| group10= Weapons&lt;br /&gt;
| list10 = [[Axe]] &amp;amp;bull; [[Eltex staff]] &amp;amp;bull; [[Monosword]] ([[Persona monosword|persona]]) &amp;amp;bull; [[Plasmasword]] ([[Persona plasmasword|persona]]) &amp;amp;bull; [[Warhammer]] &amp;amp;bull; [[Zeushammer]] ([[Persona zeushammer|persona]])&lt;br /&gt;
| group11= Other&lt;br /&gt;
| list11 = [[Monument]] &amp;amp;bull; [[Psycasts]] &amp;amp;bull; [[Psytrainer]] &amp;amp;bull; [[Techprint]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144609</id>
		<title>User:KirbyTurtleDuck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144609"/>
		<updated>2024-04-27T04:44:47Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I really should make a comic on some of my colonies one day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stories from rimworld I've had so far&amp;lt;br&amp;gt;&lt;br /&gt;
- A rought outlander scrapper finds an abandoned factory.&lt;br /&gt;
&lt;br /&gt;
List of things to do, I suppose&amp;lt;br&amp;gt;&lt;br /&gt;
- Fully document the undocumented, currently Anomaly needs a lot of love.&amp;lt;br&amp;gt;&lt;br /&gt;
- Standardization, we desperately need to make the main page of each DLC more similar and organised. Royalty is fine, Ideology is a mess, and Biotech still has some kinks.&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn to code? I'm not a modder, but I'm an artist, and rather meticulous,  if possible, I wanna learn how to do retextures and fix translation issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Testing with Templates, standardizing Biotech navbox to be similar to Royalty. Make Ideology navbox? one day, maybe&amp;lt;br&amp;gt;&lt;br /&gt;
How do I colour Navboxes? Should make Royalty navbox gold, and Biotech Navbox blue, keeping it thematic&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis. A lot of seemingly obsolete links, maybe. What the hell is a stasis cocoon? Gene Modding should need a guide page, or dedicated page I think.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update figured out how to add colours, but seems inconsistent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update 2 Biotech Navbox is complete. Only link missing is mech signallers, I am unsure what this is. I've coloured the all the DLC navboxes, each looks great, but Ideology seems a but bright? The hex colours I chose were from the DLC templates.&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Biotech navbox test&lt;br /&gt;
| title = [[Biotech (DLC)]]&lt;br /&gt;
| titlegroup = [[File:BiotechIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Biotech DLC]]&lt;br /&gt;
| basestyle = background: #6bb6bb;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Mechanitor&lt;br /&gt;
  |list1 = [[Mechlord suit]] ([[Mechlord helmet|helmet]]) &amp;amp;bull;}}&lt;br /&gt;
| group2 = Families&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Relationships&lt;br /&gt;
  | list1  = [[Reproduction]] &amp;amp;bull; [[Children]]&lt;br /&gt;
  | group2 = Life stages&lt;br /&gt;
  | list2  = [[Babies]] &amp;amp;bull; [[Children]] &amp;amp;bull; [[Human|Adults]]&lt;br /&gt;
  | group3 = Furniture&lt;br /&gt;
  | list3  = [[Crib]] &amp;amp;bull; [[Baby sleeping spot]] &amp;amp;bull; [[Growth vat]] &amp;amp;bull; [[Toy box]] &amp;amp;bull; [[Baby decoration]] &amp;amp;bull; [[School desk]] &amp;amp;bull; [[Blackboard]]}}&lt;br /&gt;
| group3 = Genetics&lt;br /&gt;
| list3  = {{Navbox subgroup&lt;br /&gt;
  | group1 = [[Xenohumans]]&lt;br /&gt;
  | list1 = [[File:Baseliner.png|18px|Baseliner]]Baseliner &amp;amp;bull; [[File:Other.png|18px]]Hybrids &amp;amp;bull; [[File:Dirtmole.png|18px|link=Dirtmoles]][[Dirtmoles]] &amp;amp;bull; [[File:Genie.png|18px|link=Genies]][[Genies]] &amp;amp;bull; [[File:Highmate.png|18px|link=Highmates]][[Highmates]] &amp;amp;bull; [[File:Hussar.png|18px|link=Hussars]][[Hussars]] &amp;amp;bull; [[File:Impid.png|18px|link=Impids]][[Impids]] &amp;amp;bull; [[File:Neanderthal.png|18px|link=Neanderthals]][[Neanderthals]] &amp;amp;bull; [[File:PigskinXenotype.png|18px|link=Pigskins]][[Pigskins]] &amp;amp;bull; [[File:Sanguophage.png|18px|link=Sanguophages]][[Sanguophages]] &amp;amp;bull; [[File:Waster.png|18px|link=Wasters]][[Wasters]] &amp;amp;bull; [[File:Yttakin.png|18px|link=Yttakin]][[Yttakin]]&lt;br /&gt;
  | group2 = [[Genes]]&lt;br /&gt;
  | list2 = [[Germline]] &amp;amp;bull; [[Xenogene]] &amp;amp;bull; [[Metabolic efficiency]]&lt;br /&gt;
  | group3 = Genetic Modifications&lt;br /&gt;
  | list3 = [[Genepack]] &amp;amp;bull; [[Gene extractor]] &amp;amp;bull; [[Gene bank]] &amp;amp;bull; [[Gene assembler]] &amp;amp;bull; [[Gene processor]] &amp;amp;bull; [[Xenogerm]] &amp;amp;bull; [[Archite capsules]]&lt;br /&gt;
  | group4 = [[Deathrest]]&lt;br /&gt;
  | list4 = [[Deathrest accelerator]] &amp;amp;bull; [[Deathrest capacity serum]] &amp;amp;bull; [[Deathrest casket]] &amp;amp;bull; [[Glucosoid pump]] &amp;amp;bull; [[Hemogen amplifier]] &amp;amp;bull; [[Hemopump]] &amp;amp;bull; [[Psychofluid pump]]}}&lt;br /&gt;
| group4 = Mechanoids&lt;br /&gt;
| list4  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Labourers&lt;br /&gt;
  | list1  = [[Agrihand]] &amp;amp;bull; [[Cleansweeper]] &amp;amp;bull; [[Constructoid]] &amp;amp;bull; [[Fabricor]] &amp;amp;bull; [[Lifter]] &amp;amp;bull; [[Paramedic]] &amp;amp;bull; [[Tunneler]]&lt;br /&gt;
  | group2 = Combatants&lt;br /&gt;
  | list2  = [[Centurion]] &amp;amp;bull; [[Legionary]] &amp;amp;bull; [[Militor]] &amp;amp;bull; [[Scorcher]] &amp;amp;bull; [[Tesseron]]&lt;br /&gt;
  | group3 = Commanders&lt;br /&gt;
  | list3  = [[Apocriton]] &amp;amp;bull; [[Diabolus]] &amp;amp;bull; [[War queen]] &amp;amp;bull; [[War urchin]]}}&lt;br /&gt;
| group5 = Mechanitors&lt;br /&gt;
| list5  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Control&lt;br /&gt;
  | list1 = [[Mechlink]] &amp;amp;bull; [[Band node]] &amp;amp;bull; [[Mech booster|Mech boosters]] &amp;amp;bull; [[Mech signaller|Mech signallers]] &amp;amp;bull; [[Control pack]] &amp;amp;bull; [[Airwire headset]]&lt;br /&gt;
  | group2 = Mechanoid creation&lt;br /&gt;
  | list2 = [[Basic subcore]] &amp;amp;bull; [[Standard subcore]] &amp;amp;bull; [[High subcore]] &amp;amp;bull; [[Subcore encoder]] &amp;amp;bull; [[Subcore softscanner]] &amp;amp;bull; [[Subcore ripscanner]] &amp;amp;bull; [[Mech gestator]]&lt;br /&gt;
  | group3 = Maintenance &lt;br /&gt;
  | list3 = [[Mech recharger]]}}&lt;br /&gt;
| group6 = [[Pollution]]&lt;br /&gt;
| list6  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Nature&lt;br /&gt;
  | list1 = [[Toxalope]] &amp;amp;bull; [[Toxipotato plant]] &amp;amp;bull; [[Waste rat]] &amp;amp;bull; [[Gray pine tree]] &amp;amp;bull; [[Pebble cactus]] &amp;amp;bull; [[Rat palm tree]] &amp;amp;bull; [[Witchwood tree]] &amp;amp;bull; [[Stasis cocoon]]&lt;br /&gt;
  | group2 = Mitigation&lt;br /&gt;
  | list2 = [[Wastepack|Wastepacks]] &amp;amp;bull; [[Wastepack atomizer|Atomizers]] &amp;amp;bull; [[Pollution pump|Pollution pumps]] &amp;amp;bull; [[Polux trees]]&lt;br /&gt;
  | group3 = Adaptation&lt;br /&gt;
  | list3 = [[Face mask]] &amp;amp;bull; [[Gas mask]] &amp;amp;bull; [[Tox grenades]] &amp;amp;bull; [[Tox pack]] &amp;amp;bull; [[Tox shell]] &amp;amp;bull; [[Toxic needle gun]] &amp;amp;bull; [[Toxbomb launcher]] &amp;amp;bull; [[Detoxifier kidney]] &amp;amp;bull; [[Detoxifier lung]]&lt;br /&gt;
  | group4 = Hubris&lt;br /&gt;
  | list4 = [[Toxifier generator]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Ideology navbox test&lt;br /&gt;
| title = [[Ideology (DLC)]]&lt;br /&gt;
| titlegroup = [[File:IdeologyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Ideology DLC]]&lt;br /&gt;
| basestyle = background: #f26c6b;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1 = Burka, Slave stuff, Authority cap • Blindfold • Broadwrap • Flophat • Headwrap • Shadecone • Slicecap • Tailcap • Torture crown • Visage mask&lt;br /&gt;
| group2 = [[Ideoligions]]&lt;br /&gt;
| list2  = [[Structure]] &amp;amp;bull; [[Culture]] &amp;amp;bull; [[Style]] &amp;amp;bull; [[Memes]] &amp;amp;bull; [[Precepts]] &amp;amp;bull; [[Roles]] ([[Leader]]) ([[Moral Guide]]) ([[Specialist]]) &amp;amp;bull; [[Rituals]] &amp;amp;bull; [[Relic]]&lt;br /&gt;
| group3 = Slavery&lt;br /&gt;
| list3  = Suppressiom, terror sculptures, slave collar, slave body strap&lt;br /&gt;
| group4 = Tree connection&lt;br /&gt;
| list4 = put gauranlen stuff here&lt;br /&gt;
| group5 = Buildables&lt;br /&gt;
| list5 = format like this? Sleep accelerator(Transhumanits) &amp;amp;bull; Autobong(high life)&lt;br /&gt;
| group6 = Apparel&lt;br /&gt;
| list6 = yadda yadda&lt;br /&gt;
| group7 = Archonexus?&lt;br /&gt;
| list7 = Fun fact. Ideology DLC does feature one new song for the Archonexus ending. Not sure if made by Alistair Lindsay&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Anomaly navbox test&lt;br /&gt;
| title = [[Anomaly (DLC)]]&lt;br /&gt;
| titlegroup = [[File:AnomalyIcon.png|frameless|32px|link=Anomaly(DLC)|Content added by the Anomaly DLC]]&lt;br /&gt;
| basestyle = background: #8e9967;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = -&lt;br /&gt;
| group2 = Entities&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Basic&lt;br /&gt;
  | list1  = [[Deathpall]] &amp;amp;bull; [[Fleshbeast]] &amp;amp;bull; [[Ghoul]] &amp;amp;bull; [[Gorehulk]] &amp;amp;bull; [[Harbinger tree]] &amp;amp;bull; [[Shambler]] &amp;amp;bull; [[Sightstealer]] &amp;amp;bull; [[Void monolith]]&lt;br /&gt;
  | group2 = Advanced&lt;br /&gt;
  | list2  = [[Blood rain]] &amp;amp;bull; [[Chimera]] &amp;amp;bull; [[Corrupted obelisk]] &amp;amp;bull; [[Devourer]] &amp;amp;bull;  [[Dreadmeld]] &amp;amp;bull; [[Fleshmass heart]] &amp;amp;bull; [[Fleshmass nucleus]] &amp;amp;bull; [[Golden cube]] &amp;amp;bull; [[Metalhorror]] &amp;amp;bull; [[Noctol]] &amp;amp;bull; [[Noctolith]] &amp;amp;bull; [[Nociosphere]] &amp;amp;bull; [[Pit gate]] &amp;amp;bull; [[Revenant]] &amp;amp;bull; [[Twisted obelisk]] &amp;amp;bull; [[Unnatural corpse]] &amp;amp;bull; [[Warped obelisk]]&lt;br /&gt;
  | group3 = Ultimate&lt;br /&gt;
  | list3  = [[Void node]] &amp;amp;bull; [[Void structure]]}}&lt;br /&gt;
| group3 = Psychic rituals&lt;br /&gt;
| list3  = [[Blood rain (ritual)|Blood rain]] &amp;amp;bull; [[Brainwipe]] &amp;amp;bull; [[Chronophagy]] &amp;amp;bull; [[Draw animals]] &amp;amp;bull; [[Draw fleshbeasts]] &amp;amp;bull; [[Draw shamblers]] &amp;amp;bull; [[Imbue death refusal]] &amp;amp;bull; [[Neurosis pulse]] &amp;amp;bull; [[Philophagy]] &amp;amp;bull; [[Pleasure pulse]] &amp;amp;bull; [[Provoke pit gate]] &amp;amp;bull; [[Psychophagy]] &amp;amp;bull; [[Skip abduction]] &amp;amp;bull; [[Void provocation]]&lt;br /&gt;
| group4 = Weapons&lt;br /&gt;
| list4  = Hellcat rifle, Nervespiker, &lt;br /&gt;
| group5 = Drugs? &lt;br /&gt;
| list5  = -&lt;br /&gt;
| group6 = Containment&lt;br /&gt;
| list6 = containment stuff.&lt;br /&gt;
| group7 = Resources? where to put Bioferrite&lt;br /&gt;
| list7 = -&lt;br /&gt;
| group8 = Something&lt;br /&gt;
| list8 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Royalty navbox test&lt;br /&gt;
| title = [[Royalty (DLC)]]&lt;br /&gt;
| titlegroup = [[File:RoyaltyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Royalty DLC]]&lt;br /&gt;
| basestyle = background: #efe284;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Armor&lt;br /&gt;
  | list1  = [[Cataphract armor]] ([[Cataphract helmet|helmet]]) &amp;amp;bull; [[Grenadier armor]] &amp;amp;bull; [[Gunlink]] &amp;amp;bull; [[Locust armor]] &amp;amp;bull; [[Prestige cataphract armor]] ([[Prestige cataphract helmet|helmet]]) &amp;amp;bull; [[Prestige marine armor]] ([[Prestige marine helmet|helmet]]) &amp;amp;bull; [[Prestige recon armor]] ([[Prestige recon helmet|helmet]])&lt;br /&gt;
  | group2 = Headwear&lt;br /&gt;
  | list2  = [[Beret]] &amp;amp;bull; [[Coronet]] &amp;amp;bull; [[Crown]] ([[Stellic crown|stellic]]) &amp;amp;bull; [[Eltex helmet]] &amp;amp;bull; [[Eltex skullcap]] &amp;amp;bull; [[Ladies hat]] &amp;amp;bull; [[Top hat]]&lt;br /&gt;
  | group3 = Robes&lt;br /&gt;
  | list3  = [[Cape]] &amp;amp;bull; [[Eltex robe]] &amp;amp;bull; [[Prestige robe]]&lt;br /&gt;
  | group4 = Tops&lt;br /&gt;
  | list4  = [[Corset]] &amp;amp;bull; [[Eltex shirt]] &amp;amp;bull; [[Eltex vest]] &amp;amp;bull; [[Formal shirt]] &amp;amp;bull; [[Formal vest]]}}&lt;br /&gt;
| group2 = Artificial body parts&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Artificial metabolism&lt;br /&gt;
  | list1  = [[Nuclear stomach]] &amp;amp;bull; [[Reprocessor stomach]] &amp;amp;bull; [[Sterilizing stomach]]&lt;br /&gt;
  | group2 = Brain wiring&lt;br /&gt;
  | list2  = [[Mindscrew]]&lt;br /&gt;
  | group3 = Circadian influence&lt;br /&gt;
  | list3  = [[Circadian assistant]] &amp;amp;bull; [[Circadian half-cycler]]&lt;br /&gt;
  | group4 = Compact weaponry&lt;br /&gt;
  | list4  = [[Elbow blade]] &amp;amp;bull; [[Hand talon]] &amp;amp;bull; [[Knee spike]]&lt;br /&gt;
  | group5 = Flesh shaping&lt;br /&gt;
  | list5  = [[Aesthetic nose]] &amp;amp;bull; [[Aesthetic shaper]] &amp;amp;bull; [[Love enhancer]]&lt;br /&gt;
  | group6 = Healing factors&lt;br /&gt;
  | list6  = [[Coagulator]] &amp;amp;bull; [[Healing enhancer]]&lt;br /&gt;
  | group7 = Molecular analysis&lt;br /&gt;
  | list7  = [[Gastro-analyzer]] &amp;amp;bull; [[Immunoenhancer]]&lt;br /&gt;
  | group8 = Neural computation&lt;br /&gt;
  | list8  = [[Learning assistant]] &amp;amp;bull; [[Neurocalculator]]&lt;br /&gt;
  | group9 = Poison synthesis&lt;br /&gt;
  | list9  = [[Venom fangs]] &amp;amp;bull; [[Venom talon]]&lt;br /&gt;
  | group10= Skin hardening&lt;br /&gt;
  | list10 = [[Armorskin gland]] &amp;amp;bull; [[Stoneskin gland]] &amp;amp;bull; [[Toughskin gland]]&lt;br /&gt;
  | group11= Specialized limbs&lt;br /&gt;
  | list11 = [[Drill arm]] &amp;amp;bull; [[Field hand]]&lt;br /&gt;
  | group12= Other&lt;br /&gt;
  | list12 = [[Psychic harmonizer]] &amp;amp;bull; [[Psychic reader]] &amp;amp;bull; [[Psychic sensitizer]] &amp;amp;bull; [[Psylink neuroformer]]&lt;br /&gt;
  | group13= Obsolete&lt;br /&gt;
  | list13 = [[Psychic silencer]]}}&lt;br /&gt;
| group3 = Diseases&lt;br /&gt;
| list3  = [[Blood rot]] &amp;amp;bull; [[Paralytic abasia]]&lt;br /&gt;
| group4 = [[Empire]]&lt;br /&gt;
| list4  =  [[Shuttle]] ([[ship landing beacon]]) &amp;amp;bull; [[Titles]]&lt;br /&gt;
| group5 = [[Fine floor]]s&lt;br /&gt;
| list5  = [[Fine carpet]] ([[Fine burgundy carpet|burgundy]]) ([[Fine indigo carpet|indigo]]) ([[Fine white carpet|white]]) &amp;amp;bull; [[Fine stone tile]]&lt;br /&gt;
| group6 = Furniture&lt;br /&gt;
| list6  = [[Brazier]] ([[Darklight brazier|darklight]] {{IdeologyIcon}}) &amp;amp;bull; [[Drape]] &amp;amp;bull; [[Harp]] &amp;amp;bull; [[Harpsichord]] &amp;amp;bull; [[Piano]]&lt;br /&gt;
| group7 = [[Mechanoid cluster]]s&lt;br /&gt;
| list7  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Buildings&lt;br /&gt;
  | list1  = [[Mech assembler]] &amp;amp;bull; [[Mech capsule]] &amp;amp;bull; [[Mech drop beacon]] &amp;amp;bull; [[Mech high-shield]] &amp;amp;bull; [[Mech low-shield]] &amp;amp;bull; [[Mech node]] &amp;amp;bull; [[Mini-slugger]] ([[Mini-slugger turret|turret]]) &amp;amp;bull; [[Proximity activator]] &amp;amp;bull; [[Unstable power cell]]&lt;br /&gt;
  | group2 = [[Condition causer]]s&lt;br /&gt;
  | list2  = [[Climate adjuster]] &amp;amp;bull; [[Count-down activator]] &amp;amp;bull; [[Defoliator]] &amp;amp;bull; [[EMI dynamo]] &amp;amp;bull; [[Psychic droner]] &amp;amp;bull; [[Psychic suppressor]] &amp;amp;bull; [[Smoke spewer]] &amp;amp;bull; [[Sun blocker]] &amp;amp;bull; [[Toxic spewer]] &amp;amp;bull; [[Weather controller]]}}&lt;br /&gt;
| group8 = Meditation&lt;br /&gt;
| list8  = [[Anima tree]] ([[anima grass|grass]]) &amp;amp;bull; [[Animus stone]] &amp;amp;bull; [[Meditation spot]] &amp;amp;bull; [[Meditation throne]] ([[Grand meditation throne|grand]]) &amp;amp;bull; [[Small nature shrine]] ([[Large nature shrine|large]])&lt;br /&gt;
| group9 = Utility&lt;br /&gt;
| list9  = [[Jump pack]] &amp;amp;bull; [[Low-shield pack]] ([[shield core]]) &amp;amp;bull; [[Orbital mech cluster targeter]]&lt;br /&gt;
| group10= Weapons&lt;br /&gt;
| list10 = [[Axe]] &amp;amp;bull; [[Eltex staff]] &amp;amp;bull; [[Monosword]] ([[Persona monosword|persona]]) &amp;amp;bull; [[Plasmasword]] ([[Persona plasmasword|persona]]) &amp;amp;bull; [[Warhammer]] &amp;amp;bull; [[Zeushammer]] ([[Persona zeushammer|persona]])&lt;br /&gt;
| group11= Other&lt;br /&gt;
| list11 = [[Monument]] &amp;amp;bull; [[Psycasts]] &amp;amp;bull; [[Psytrainer]] &amp;amp;bull; [[Techprint]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dryads&amp;diff=144533</id>
		<title>Dryads</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dryads&amp;diff=144533"/>
		<updated>2024-04-25T05:19:36Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: i've rewritten the entire introduction, also added a table at the very bottom, in case someone wants to compare stats of each dryad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Rewrite|reason=Cleanup - unclear, contains contradictory information, needs comparison tables}}&lt;br /&gt;
{{Disambiguation}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Dryads''' are a caste based species introduced in the [[Ideology DLC]]. Each dryad is subservient to a dryad queen that lives symbiotically with a [[Gauranlen tree]]. Colonist are able to exploit this subservience and symbioticity by connecting with the tree itself, granting partial control of the dryads it produces for a colony's benefit. &lt;br /&gt;
&lt;br /&gt;
{{List|Dryad}}&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
All dryads are produced by a [[Gauranlen tree]]. They have no need to eat, are immune to disease events, and have a 100% [[Toxic Resistance]], rendering them immune to [[Toxic fallout]] and [[Toxic buildup]]. Dryads will bleed, but cannot bleed to death. They have a sleep need requirement and tend to sleep at nighttime, not maintaining a normal sleep schedule.&lt;br /&gt;
&lt;br /&gt;
Dryads heal abnormally fast, and can be commanded anywhere to enter a healing cocoon, which will heal all present injuries (not including lost limbs). Alternatively, they can retreat to a gauranlen tree. This takes 3 days and heals all permanent injuries, lost parts, and bad conditions.&lt;br /&gt;
&lt;br /&gt;
Dryads will automatically have the [[Animals]] training for their respective caste. The barkskin and clawer dryads start with Guard and Attack, the carrier starts with Haul, and the rest have no trainability. They can only have their Gauranlen tree's connected pawn as their master, but can form [[bond]]s with their master tends to them. They do not require regular handling to maintain tameness or other skills.&lt;br /&gt;
&lt;br /&gt;
All dryad castes have a meat yield of 3 immature dryad [[meat]], despite being mature. Immature dryads give 4 meat.&lt;br /&gt;
&lt;br /&gt;
===Dryad Spawning===&lt;br /&gt;
All castes will start off as an immature dryad. Immature dryads will spawn every 6 days, according to an invisible timer. If there are empty dryad slots, this timer will be visible; it'll still tick down if there aren't empty dryad slots, waiting for an opening.&lt;br /&gt;
&lt;br /&gt;
Immature dryads will attempt to immediately form into a cocoon upon spawning, as long as their sleep need is met. It takes 5 days for them to grow into a caste. Players can choose the caste for each specific tree, which future dryads will be. Changing a tree's caste will cause all dryads to become immature again, instead taking 5{{Check Tag|Verify|Verify 5 days not 6}} days to grow up.&lt;br /&gt;
&lt;br /&gt;
An unconnected tree will produce up to two immature dryads, which can immediately enter cocoons upon the tree gaining a connection.&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Dryads cannot be assigned to any areas. While not hauling or following a drafted pawn, dryads will meander nearby their Gauranlen tree. They will attempt to put out fires on Gauranlen moss nearby. When following a drafted pawn, dryads perform identically to other animals. Carriers will continuously haul, while other animals with Haul training have a random delay.&lt;br /&gt;
 &lt;br /&gt;
Upon releasing a dryad to the wild, absolutely nothing will change, they remain connected to the tree and maintain their behavior. They cannot be re-tamed and your pawns will lose control of them.&lt;br /&gt;
&lt;br /&gt;
==Gauranlen tree connection interaction==&lt;br /&gt;
{{see also|Gauranlen tree}}&lt;br /&gt;
If there are more dryads than the &amp;quot;mother&amp;quot; tree can support (i.e. by going under the minimum connection limit to support a number of dryads) the dryad will &amp;quot;return&amp;quot; to the Gauranlen tree. A dryad returning to the tree will not have any effect on the spawn timer.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
All dryads have a specialized purpose. Berrymakers, medicinemakers, and woodmakers all create resources that may be difficult, depending on [[biome]] and [[Ideoligion]]. Barkskin and clawer dryads fight, carrier dryads haul, and gaumakers can create more trees and thus more dryads.&lt;br /&gt;
&lt;br /&gt;
Tree pruning is a time consuming process - colonists connected to trees will need to dedicate all their time managing their trees. For the three resource -makers, just planting [[crop]]s (when possible) tends to give more yield per work. Haulers are more efficient than humans haulers, as 1 tree and 1 colonist will support 4 haulers who don't need to eat or recreate, and will work longer than prune time. Combat dryads are weak on their own, but have unique advantages and dedicated combat roles - see [[#Combat potential]] for details.&lt;br /&gt;
&lt;br /&gt;
===Economic potential===&lt;br /&gt;
There are 3 dryads that offer creating items of value, the woodmaker, medicinemaker, and berrymakers. All three will create resources once every 2 days.&lt;br /&gt;
*Berrymakers produce {{Icon Small|silver||38.2}} of raw berries in [[Market Value]]. &lt;br /&gt;
**Selling raw is most efficient, as packaged survival meals or pemmican require meat to craft.&lt;br /&gt;
*Woodmakers produce {{Icon Small|silver||30}} of wood in [[Market Value]]. &lt;br /&gt;
**Wood can be fashioned into [[sculpture]]s, valued based on Art skill. However, one harvest is not enough for a sculpture, and they take a noticeable amount of work. See [[Money_making_guide#Sculpture_Production|Sculpture Production]] for more details.&lt;br /&gt;
**Converting wood to [[chemfuel]] is a net loss ($2.4 wood makes $2.3 worth of chemfuel), but is 16x lighter. &lt;br /&gt;
*Medicinemakers produce {{Icon Small|silver||30}} of herbal medicine in [[Market Value]]. &lt;br /&gt;
**It's best to sell raw - industrial medicine, their only product, isn't profitable as it requires buying [[neutroamine]].&lt;br /&gt;
&lt;br /&gt;
Therefore, berrymakers are the most efficient money dryad, giving the most value for no extra work. However, berries expire after 14 days, which may necessitate woodmakers instead.&lt;br /&gt;
&lt;br /&gt;
Berrymakers create $11.46 (at 0 [[Trade Price Improvement]]) per day, per dryad. If you are pruning 2 trees with a 20 plant-skill colonist, they can support 8 dryads (working 11 hours a day), and thus make ~$8.33 per hour of work, plus transportation. To maintain at least one dryad, ~2.5 hours of work is needed per day, so more dryads per tree are more efficient than more trees. &lt;br /&gt;
&lt;br /&gt;
For comparison, planting a ''single'' [[psychoid plant]] gives $28 in [[flake]]. Corn can be planted and harvested to make $605 per hour with the right bionics. This makes dryads a fairly poor method of making money, and more useful for their situational or Ideoligion benefits.&lt;br /&gt;
&lt;br /&gt;
===Combat potential===&lt;br /&gt;
Only Barkskin and Clawer dryads are capable of combat. Either dryad can follow their tree's connected pawn into battle, much like a trained [[animal]]. Dryads have special advantages over normal animals: they can't die of blood loss (so don't need to be tended to immediately), can heal otherwise permanent injuries in 3 days, and do not contribute towards colony wealth (making raids smaller). However, they can't be brought off the colony normally, unable to leave via [[caravan]] or pod launchers.&lt;br /&gt;
&lt;br /&gt;
As individual fighters, dryads perform rather poorly in combat. However, they are good at doing their role, supporting colonists and other pawns in combat:&lt;br /&gt;
*Barkskin dryads boast high defense, with similar armor to a [[thrumbo]] (70% sharp, 40% blunt), but with around 9x less health. They can take roughly 3-4 shots from most firearms. With 3.16 DPS, they are fairly weak, but their armor and aforementioned healing make them useful. With such high armor, these dryads are good at distracting enemies while your colonists fire from afar. Alone, they are roughly equal to [[dog]]s in combat.&lt;br /&gt;
*Clawers have a great DPS, out-damaging [[scyther]]s and [[thrumbo]]s, and their first attack will stun for a short duration. The opposite of barkskins, clawers have poor durability. This makes them strong when combined with other melee attackers (including other clawers), in a cramped hallway, or when facing a small number of powerful enemies like centipedes or thrumbos. Alone, they are typically capable beating gun-wielding human pawns.&lt;br /&gt;
&lt;br /&gt;
Conclusion: Even though they require a large amount of a pawn's time, dryads don't need food or training. With strong healing and immunity to blood loss, players may find them easier to keep than other pets. If they die, the tree-connected pawn only receives a -2 [[mood]] debuff, and a new dryad can take their place in 12 days.&lt;br /&gt;
&lt;br /&gt;
== Pawns ==&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Armor (&amp;lt;abbr title=&amp;quot;sharp/blunt/heat&amp;quot;&amp;gt;S/B/H&amp;lt;/abbr&amp;gt;) || {{DPS}} !! Move speed !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Barkskin]]&lt;br /&gt;
| {{Icon Small|Barkskin|50}} || {{Q|Barkskin|Armor - Sharp}}% / {{Q|Barkskin|Armor - Blunt}}% / {{Q|Barkskin|Armor - Heat|0}}% || {{Q|Barkskin|Mob Average DPS}} || {{Q|Barkskin|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Berrymaker]]&lt;br /&gt;
| {{Icon Small|Berrymaker|50}} || {{Q|Berrymaker|Armor - Sharp}}% / {{Q|Berrymaker|Armor - Blunt}}% / {{Q|Berrymaker|Armor - Heat|0}}% || {{Q|Berrymaker|Mob Average DPS}} || {{Q|Berrymaker|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Carrier]]&lt;br /&gt;
| {{Icon Small|Carrier|50}} || {{Q|Carrier|Armor - Sharp}}% / {{Q|Carrier|Armor - Blunt}}% / {{Q|Carrier|Armor - Heat|0}}% || {{Q|Carrier|Mob Average DPS}} || {{Q|Carrier|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Clawer]]&lt;br /&gt;
| {{Icon Small|Clawer|50}} || {{Q|Clawer|Armor - Sharp}}% / {{Q|Clawer|Armor - Blunt}}% / {{Q|Clawer|Armor - Heat|0}}% || {{Q|Clawer|Mob Average DPS}} || {{Q|Clawer|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Gaumaker]]&lt;br /&gt;
| {{Icon Small|Gaumaker|50}} || {{Q|Gaumaker|Armor - Sharp}}% / {{Q|Gaumaker|Armor - Blunt}}% / {{Q|Gaumaker|Armor - Heat|0}}% || {{Q|Gaumaker|Mob Average DPS}} || {{Q|Gaumaker|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Immature dryad]]&lt;br /&gt;
| {{Icon Small|Immature dryad|50}} || {{Q|Immature dryad|Armor - Sharp}}% / {{Q|Immature dryad|Armor - Blunt}}% / {{Q|Immature dryad|Armor - Heat|0}}% || {{Q|Immature dryad|Mob Average DPS}} || {{Q|Immature dryad|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicinemaker]]&lt;br /&gt;
| {{Icon Small|Medicinemaker|50}} || {{Q|Medicinemaker|Armor - Sharp}}% / {{Q|Medicinemaker|Armor - Blunt}}% / {{Q|Medicinemaker|Armor - Heat|0}}% || {{Q|Medicinemaker|Mob Average DPS}} || {{Q|Medicinemaker|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodmaker]]&lt;br /&gt;
| {{Icon Small|Woodmaker|50}} || {{Q|Woodmaker|Armor - Sharp}}% / {{Q|Woodmaker|Armor - Blunt}}% / {{Q|Woodmaker|Armor - Heat|0}}% || {{Q|Woodmaker|Mob Average DPS}} || {{Q|Woodmaker|Move Speed Base}} {{CS}} || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Immature dryads still appear as adults on the animals tab.&lt;br /&gt;
* When entering cocoons, the dryads will maintain the appearance of their previous caste.&lt;br /&gt;
* If a tree with dryads has its connection to the connector severed, such as by kidnapping or death, all specialized dryads revert back to immature dryads.&lt;br /&gt;
* Dryads can be taken off of the map when choosing animals to take with you when starting a new colony after obtaining a piece of the [[Ending_the_game#Awaking_the_Archonexus|archotech map]], and a master that is taken with them remains as their master. Dryads function without their gauranlen tree if taken off the map in this way, but despawn after a period of about a little longer than a season.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Fix: Dryads can show up as animals for hospitality quests.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad spawn days reduced from 8 to 6. Reduced dryad transform delay from 6 days to 5 days.&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals|#Dryads]]&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144413</id>
		<title>User:KirbyTurtleDuck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144413"/>
		<updated>2024-04-24T21:32:39Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Further improvements on Navboxes and what not. still WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I really should make a comic on some of my colonies one day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stories from rimworld I've had so far&amp;lt;br&amp;gt;&lt;br /&gt;
- A rought outlander scrapper finds an abandoned factory.&lt;br /&gt;
&lt;br /&gt;
List of things to do, I suppose&amp;lt;br&amp;gt;&lt;br /&gt;
- Fully document the undocumented, currently Anomaly needs a lot of love.&amp;lt;br&amp;gt;&lt;br /&gt;
- Standardization, we desperately need to make the main page of each DLC more similar and organised. Royalty is fine, Ideology is a mess, and Biotech still has some kinks.&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn to code? I'm not a modder, but I'm an artist, and rather meticulous,  if possible, I wanna learn how to do retextures and fix translation issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Testing with Templates, standardizing Biotech navbox to be similar to Royalty. Make Ideology navbox? one day, maybe&amp;lt;br&amp;gt;&lt;br /&gt;
How do I colour Navboxes? Should make Royalty navbox gold, and Biotech Navbox blue, keeping it thematic&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis. A lot of seemingly obsolete links, maybe. What the hell is a stasis cocoon? Gene Modding should need a guide page, or dedicated page I think.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update figured out how to add colours, but seems inconsistent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update 2 Biotech Navbox is complete. Only link missing is mech signallers, I am unsure what this is. I've coloured the all the DLC navboxes, each looks great, but Ideology seems a but bright? The hex colours I chose were from the DLC templates.&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Biotech navbox test&lt;br /&gt;
| title = [[Biotech (DLC)]]&lt;br /&gt;
| titlegroup = [[File:BiotechIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Biotech DLC]]&lt;br /&gt;
| basestyle = background: #6bb6bb;&lt;br /&gt;
| group1 = Families&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Relationships&lt;br /&gt;
  | list1  = [[Reproduction]] &amp;amp;bull; [[Children]]&lt;br /&gt;
  | group2 = Life stages&lt;br /&gt;
  | list2  = [[Babies]] &amp;amp;bull; [[Children]] &amp;amp;bull; [[Human|Adults]]&lt;br /&gt;
  | group3 = Furniture&lt;br /&gt;
  | list3  = [[Crib]] &amp;amp;bull; [[Baby sleeping spot]] &amp;amp;bull; [[Growth vat]] &amp;amp;bull; [[Toy box]] &amp;amp;bull; [[Baby decoration]] &amp;amp;bull; [[School desk]] &amp;amp;bull; [[Blackboard]]}}&lt;br /&gt;
| group2 = Genetics&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = [[Xenohumans]]&lt;br /&gt;
  | list1 = [[File:Baseliner.png|18px|Baseliner]]Baseliner &amp;amp;bull; [[File:Other.png|18px]]Hybrids &amp;amp;bull; [[File:Dirtmole.png|18px|link=Dirtmoles]][[Dirtmoles]] &amp;amp;bull; [[File:Genie.png|18px|link=Genies]][[Genies]] &amp;amp;bull; [[File:Highmate.png|18px|link=Highmates]][[Highmates]] &amp;amp;bull; [[File:Hussar.png|18px|link=Hussars]][[Hussars]] &amp;amp;bull; [[File:Impid.png|18px|link=Impids]][[Impids]] &amp;amp;bull; [[File:Neanderthal.png|18px|link=Neanderthals]][[Neanderthals]] &amp;amp;bull; [[File:PigskinXenotype.png|18px|link=Pigskins]][[Pigskins]] &amp;amp;bull; [[File:Sanguophage.png|18px|link=Sanguophages]][[Sanguophages]] &amp;amp;bull; [[File:Waster.png|18px|link=Wasters]][[Wasters]] &amp;amp;bull; [[File:Yttakin.png|18px|link=Yttakin]][[Yttakin]]&lt;br /&gt;
  | group2 = [[Genes]]&lt;br /&gt;
  | list2 = [[Germline]] &amp;amp;bull; [[Xenogene]] &amp;amp;bull; [[Metabolic efficiency]]&lt;br /&gt;
  | group3 = Genetic Modifications&lt;br /&gt;
  | list3 = [[Genepack]] &amp;amp;bull; [[Gene extractor]] &amp;amp;bull; [[Gene bank]] &amp;amp;bull; [[Gene assembler]] &amp;amp;bull; [[Gene processor]] &amp;amp;bull; [[Xenogerm]] &amp;amp;bull; [[Archite capsules]]&lt;br /&gt;
  | group4 = [[Deathrest]]&lt;br /&gt;
  | list4 = [[Deathrest accelerator]] &amp;amp;bull; [[Deathrest capacity serum]] &amp;amp;bull; [[Deathrest casket]] &amp;amp;bull; [[Glucosoid pump]] &amp;amp;bull; [[Hemogen amplifier]] &amp;amp;bull; [[Hemopump]] &amp;amp;bull; [[Psychofluid pump]]}}&lt;br /&gt;
| group3 = Mechanoids&lt;br /&gt;
| list3  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Labourers&lt;br /&gt;
  | list1  = [[Agrihand]] &amp;amp;bull; [[Cleansweeper]] &amp;amp;bull; [[Constructoid]] &amp;amp;bull; [[Fabricor]] &amp;amp;bull; [[Lifter]] &amp;amp;bull; [[Paramedic]] &amp;amp;bull; [[Tunneler]]&lt;br /&gt;
  | group2 = Combatants&lt;br /&gt;
  | list2  = [[Centurion]] &amp;amp;bull; [[Legionary]] &amp;amp;bull; [[Militor]] &amp;amp;bull; [[Scorcher]] &amp;amp;bull; [[Tesseron]]&lt;br /&gt;
  | group3 = Commanders&lt;br /&gt;
  | list3  = [[Apocriton]] &amp;amp;bull; [[Diabolus]] &amp;amp;bull; [[War queen]] &amp;amp;bull; [[War urchin]]}}&lt;br /&gt;
| group4 = Mechanitors&lt;br /&gt;
| list4  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Control&lt;br /&gt;
  | list1 = [[Mechlink]] &amp;amp;bull; [[Band node]] &amp;amp;bull; [[Mech booster|Mech boosters]] &amp;amp;bull; [[Mech signaller|Mech signallers]] &amp;amp;bull; [[Control pack]] &amp;amp;bull; [[Airwire headset]]&lt;br /&gt;
  | group2 = Mechanoid creation&lt;br /&gt;
  | list2 = [[Basic subcore]] &amp;amp;bull; [[Standard subcore]] &amp;amp;bull; [[High subcore]] &amp;amp;bull; [[Subcore encoder]] &amp;amp;bull; [[Subcore softscanner]] &amp;amp;bull; [[Subcore ripscanner]] &amp;amp;bull; [[Mech gestator]]&lt;br /&gt;
  | group3 = Maintenance &lt;br /&gt;
  | list3 = [[Mech recharger]]}}&lt;br /&gt;
| group5 = [[Pollution]]&lt;br /&gt;
| list5  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Nature&lt;br /&gt;
  | list1 = [[Toxalope]] &amp;amp;bull; [[Toxipotato plant]] &amp;amp;bull; [[Waste rat]] &amp;amp;bull; [[Gray pine tree]] &amp;amp;bull; [[Pebble cactus]] &amp;amp;bull; [[Rat palm tree]] &amp;amp;bull; [[Witchwood tree]] &amp;amp;bull; [[Stasis cocoon]]&lt;br /&gt;
  | group2 = Mitigation&lt;br /&gt;
  | list2 = [[Wastepack|Wastepacks]] &amp;amp;bull; [[Wastepack atomizer|Atomizers]] &amp;amp;bull; [[Pollution pump|Pollution pumps]] &amp;amp;bull; [[Polux trees]]&lt;br /&gt;
  | group3 = Adaptation&lt;br /&gt;
  | list3 = [[Face mask]] &amp;amp;bull; [[Gas mask]] &amp;amp;bull; [[Tox grenades]] &amp;amp;bull; [[Tox pack]] &amp;amp;bull; [[Tox shell]] &amp;amp;bull; [[Toxic needle gun]] &amp;amp;bull; [[Toxbomb launcher]] &amp;amp;bull; [[Detoxifier kidney]] &amp;amp;bull; [[Detoxifier lung]]&lt;br /&gt;
  | group4 = Hubris&lt;br /&gt;
  | list4 = [[Toxifier generator]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Ideology navbox test&lt;br /&gt;
| title = [[Ideology (DLC)]]&lt;br /&gt;
| titlegroup = [[File:IdeologyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Ideology DLC]]&lt;br /&gt;
| basestyle = background: #f26c6b;&lt;br /&gt;
| group1 = [[Ideoligions]]&lt;br /&gt;
| list1  = [[Structure]] &amp;amp;bull; [[Culture]] &amp;amp;bull; [[Style]] &amp;amp;bull; [[Memes]] &amp;amp;bull; [[Precepts]] &amp;amp;bull; [[Roles]] ([[Leader]]) ([[Moral Guide]]) ([[Specialist]]) &amp;amp;bull; [[Rituals]] &amp;amp;bull; [[Relic]]&lt;br /&gt;
| group2 = Slavery&lt;br /&gt;
| list2  = Suppressiom, terror sculptures, slave collar, slave body strap&lt;br /&gt;
| group3 = Tree connection&lt;br /&gt;
| list3 = put gauranlen stuff here&lt;br /&gt;
| group4 = Buildables&lt;br /&gt;
| list4 = format like this? Sleep accelerator(Transhumanits) &amp;amp;bull; Autobong(high life)&lt;br /&gt;
| group5 = Apparel&lt;br /&gt;
| list5 = yadda yadda&lt;br /&gt;
| group6 = Archonexus?&lt;br /&gt;
| list6 = Fun fact. Ideology DLC does feature one new song for the Archonexus ending. Not sure if made by Alistair Lindsay&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Anomaly navbox test&lt;br /&gt;
| title = [[Anomaly (DLC)]]&lt;br /&gt;
| titlegroup = [[File:AnomalyIcon.png|frameless|32px|link=Anomaly(DLC)|Content added by the Anomaly DLC]]&lt;br /&gt;
| basestyle = background: #8e9967;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = -&lt;br /&gt;
| group2 = Entities&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Basic&lt;br /&gt;
  | list1  = [[Deathpall]] &amp;amp;bull; [[Fleshbeast]] &amp;amp;bull; [[Ghoul]] &amp;amp;bull; [[Gorehulk]] &amp;amp;bull; [[Harbinger tree]] &amp;amp;bull; [[Shambler]] &amp;amp;bull; [[Sightstealer]] &amp;amp;bull; [[Void monolith]]&lt;br /&gt;
  | group2 = Advanced&lt;br /&gt;
  | list2  = [[Blood rain]] &amp;amp;bull; [[Chimera]] &amp;amp;bull; [[Corrupted obelisk]] &amp;amp;bull; [[Devourer]] &amp;amp;bull;  [[Dreadmeld]] &amp;amp;bull; [[Fleshmass heart]] &amp;amp;bull; [[Fleshmass nucleus]] &amp;amp;bull; [[Golden cube]] &amp;amp;bull; [[Metalhorror]] &amp;amp;bull; [[Noctol]] &amp;amp;bull; [[Noctolith]] &amp;amp;bull; [[Nociosphere]] &amp;amp;bull; [[Pit gate]] &amp;amp;bull; [[Revenant]] &amp;amp;bull; [[Twisted obelisk]] &amp;amp;bull; [[Unnatural corpse]] &amp;amp;bull; [[Warped obelisk]]&lt;br /&gt;
  | group3 = Ultimate&lt;br /&gt;
  | list3  = [[Void node]] &amp;amp;bull; [[Void structure]]}}&lt;br /&gt;
| group3 = Psychic rituals&lt;br /&gt;
| list3  = [[Blood rain (ritual)|Blood rain]] &amp;amp;bull; [[Brainwipe]] &amp;amp;bull; [[Chronophagy]] &amp;amp;bull; [[Draw animals]] &amp;amp;bull; [[Draw fleshbeasts]] &amp;amp;bull; [[Draw shamblers]] &amp;amp;bull; [[Imbue death refusal]] &amp;amp;bull; [[Neurosis pulse]] &amp;amp;bull; [[Philophagy]] &amp;amp;bull; [[Pleasure pulse]] &amp;amp;bull; [[Provoke pit gate]] &amp;amp;bull; [[Psychophagy]] &amp;amp;bull; [[Skip abduction]] &amp;amp;bull; [[Void provocation]]&lt;br /&gt;
| group4 = Weapons&lt;br /&gt;
| list4  = Hellcat rifle, Nervespiker, &lt;br /&gt;
| group5 = Drugs? &lt;br /&gt;
| list5  = -&lt;br /&gt;
| group6 = Containment&lt;br /&gt;
| list6 = containment stuff.&lt;br /&gt;
| group7 = Resources? where to put Bioferrite&lt;br /&gt;
| list7 = -&lt;br /&gt;
| group8 = Something&lt;br /&gt;
| list8 = -&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Royalty navbox test&lt;br /&gt;
| title = [[Royalty (DLC)]]&lt;br /&gt;
| titlegroup = [[File:RoyaltyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Royalty DLC]]&lt;br /&gt;
| basestyle = background: #efe284;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Armor&lt;br /&gt;
  | list1  = [[Cataphract armor]] ([[Cataphract helmet|helmet]]) &amp;amp;bull; [[Grenadier armor]] &amp;amp;bull; [[Gunlink]] &amp;amp;bull; [[Locust armor]] &amp;amp;bull; [[Prestige cataphract armor]] ([[Prestige cataphract helmet|helmet]]) &amp;amp;bull; [[Prestige marine armor]] ([[Prestige marine helmet|helmet]]) &amp;amp;bull; [[Prestige recon armor]] ([[Prestige recon helmet|helmet]])&lt;br /&gt;
  | group2 = Headwear&lt;br /&gt;
  | list2  = [[Beret]] &amp;amp;bull; [[Coronet]] &amp;amp;bull; [[Crown]] ([[Stellic crown|stellic]]) &amp;amp;bull; [[Eltex helmet]] &amp;amp;bull; [[Eltex skullcap]] &amp;amp;bull; [[Ladies hat]] &amp;amp;bull; [[Top hat]]&lt;br /&gt;
  | group3 = Robes&lt;br /&gt;
  | list3  = [[Cape]] &amp;amp;bull; [[Eltex robe]] &amp;amp;bull; [[Prestige robe]]&lt;br /&gt;
  | group4 = Tops&lt;br /&gt;
  | list4  = [[Corset]] &amp;amp;bull; [[Eltex shirt]] &amp;amp;bull; [[Eltex vest]] &amp;amp;bull; [[Formal shirt]] &amp;amp;bull; [[Formal vest]]}}&lt;br /&gt;
| group2 = Artificial body parts&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Artificial metabolism&lt;br /&gt;
  | list1  = [[Nuclear stomach]] &amp;amp;bull; [[Reprocessor stomach]] &amp;amp;bull; [[Sterilizing stomach]]&lt;br /&gt;
  | group2 = Brain wiring&lt;br /&gt;
  | list2  = [[Mindscrew]]&lt;br /&gt;
  | group3 = Circadian influence&lt;br /&gt;
  | list3  = [[Circadian assistant]] &amp;amp;bull; [[Circadian half-cycler]]&lt;br /&gt;
  | group4 = Compact weaponry&lt;br /&gt;
  | list4  = [[Elbow blade]] &amp;amp;bull; [[Hand talon]] &amp;amp;bull; [[Knee spike]]&lt;br /&gt;
  | group5 = Flesh shaping&lt;br /&gt;
  | list5  = [[Aesthetic nose]] &amp;amp;bull; [[Aesthetic shaper]] &amp;amp;bull; [[Love enhancer]]&lt;br /&gt;
  | group6 = Healing factors&lt;br /&gt;
  | list6  = [[Coagulator]] &amp;amp;bull; [[Healing enhancer]]&lt;br /&gt;
  | group7 = Molecular analysis&lt;br /&gt;
  | list7  = [[Gastro-analyzer]] &amp;amp;bull; [[Immunoenhancer]]&lt;br /&gt;
  | group8 = Neural computation&lt;br /&gt;
  | list8  = [[Learning assistant]] &amp;amp;bull; [[Neurocalculator]]&lt;br /&gt;
  | group9 = Poison synthesis&lt;br /&gt;
  | list9  = [[Venom fangs]] &amp;amp;bull; [[Venom talon]]&lt;br /&gt;
  | group10= Skin hardening&lt;br /&gt;
  | list10 = [[Armorskin gland]] &amp;amp;bull; [[Stoneskin gland]] &amp;amp;bull; [[Toughskin gland]]&lt;br /&gt;
  | group11= Specialized limbs&lt;br /&gt;
  | list11 = [[Drill arm]] &amp;amp;bull; [[Field hand]]&lt;br /&gt;
  | group12= Other&lt;br /&gt;
  | list12 = [[Psychic harmonizer]] &amp;amp;bull; [[Psychic reader]] &amp;amp;bull; [[Psychic sensitizer]] &amp;amp;bull; [[Psylink neuroformer]]&lt;br /&gt;
  | group13= Obsolete&lt;br /&gt;
  | list13 = [[Psychic silencer]]}}&lt;br /&gt;
| group3 = Diseases&lt;br /&gt;
| list3  = [[Blood rot]] &amp;amp;bull; [[Paralytic abasia]]&lt;br /&gt;
| group4 = [[Empire]]&lt;br /&gt;
| list4  =  [[Shuttle]] ([[ship landing beacon]]) &amp;amp;bull; [[Titles]]&lt;br /&gt;
| group5 = [[Fine floor]]s&lt;br /&gt;
| list5  = [[Fine carpet]] ([[Fine burgundy carpet|burgundy]]) ([[Fine indigo carpet|indigo]]) ([[Fine white carpet|white]]) &amp;amp;bull; [[Fine stone tile]]&lt;br /&gt;
| group6 = Furniture&lt;br /&gt;
| list6  = [[Brazier]] ([[Darklight brazier|darklight]] {{IdeologyIcon}}) &amp;amp;bull; [[Drape]] &amp;amp;bull; [[Harp]] &amp;amp;bull; [[Harpsichord]] &amp;amp;bull; [[Piano]]&lt;br /&gt;
| group7 = [[Mechanoid cluster]]s&lt;br /&gt;
| list7  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Buildings&lt;br /&gt;
  | list1  = [[Mech assembler]] &amp;amp;bull; [[Mech capsule]] &amp;amp;bull; [[Mech drop beacon]] &amp;amp;bull; [[Mech high-shield]] &amp;amp;bull; [[Mech low-shield]] &amp;amp;bull; [[Mech node]] &amp;amp;bull; [[Mini-slugger]] ([[Mini-slugger turret|turret]]) &amp;amp;bull; [[Proximity activator]] &amp;amp;bull; [[Unstable power cell]]&lt;br /&gt;
  | group2 = [[Condition causer]]s&lt;br /&gt;
  | list2  = [[Climate adjuster]] &amp;amp;bull; [[Count-down activator]] &amp;amp;bull; [[Defoliator]] &amp;amp;bull; [[EMI dynamo]] &amp;amp;bull; [[Psychic droner]] &amp;amp;bull; [[Psychic suppressor]] &amp;amp;bull; [[Smoke spewer]] &amp;amp;bull; [[Sun blocker]] &amp;amp;bull; [[Toxic spewer]] &amp;amp;bull; [[Weather controller]]}}&lt;br /&gt;
| group8 = Meditation&lt;br /&gt;
| list8  = [[Anima tree]] ([[anima grass|grass]]) &amp;amp;bull; [[Animus stone]] &amp;amp;bull; [[Meditation spot]] &amp;amp;bull; [[Meditation throne]] ([[Grand meditation throne|grand]]) &amp;amp;bull; [[Small nature shrine]] ([[Large nature shrine|large]])&lt;br /&gt;
| group9 = Utility&lt;br /&gt;
| list9  = [[Jump pack]] &amp;amp;bull; [[Low-shield pack]] ([[shield core]]) &amp;amp;bull; [[Orbital mech cluster targeter]]&lt;br /&gt;
| group10= Weapons&lt;br /&gt;
| list10 = [[Axe]] &amp;amp;bull; [[Eltex staff]] &amp;amp;bull; [[Monosword]] ([[Persona monosword|persona]]) &amp;amp;bull; [[Plasmasword]] ([[Persona plasmasword|persona]]) &amp;amp;bull; [[Warhammer]] &amp;amp;bull; [[Zeushammer]] ([[Persona zeushammer|persona]])&lt;br /&gt;
| group11= Other&lt;br /&gt;
| list11 = [[Monument]] &amp;amp;bull; [[Psycasts]] &amp;amp;bull; [[Psytrainer]] &amp;amp;bull; [[Techprint]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stasis_cocoon&amp;diff=144409</id>
		<title>Stasis cocoon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stasis_cocoon&amp;diff=144409"/>
		<updated>2024-04-24T13:48:01Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Further improved page, making it on par with the rest. Unsure if each type of cocoon has different health depending on the insect within.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General but also categories}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Stasis Cocoon&lt;br /&gt;
| image = CocoonMegaspiderB.png|96px&lt;br /&gt;
| description = When conditions are inhospitable, insects sometimes form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for years.&amp;lt;br&amp;gt;&lt;br /&gt;
Pollutants can stimulate cocoons and cause them to resurface, and strong pollutants can attract cocoons from great distances.&amp;lt;br&amp;gt;&lt;br /&gt;
Cocoons do nothing if they are not disturbed. If a cocoon is disturbed or destroyed, the insect within will awaken and attack, triggering other nearby cocoons in the process.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| hp = 150&lt;br /&gt;
| flammability = 0&lt;br /&gt;
}}&lt;br /&gt;
Stasis cocoons are structures added by the [[Biotech DLC]]. &lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Stasis cocoons appear during an event called [[Wastepack infestation]]. These events occur when [[wastepack|wastepacks]] are left to deteriorate in a matter that allows [[pollution]] to spread. &lt;br /&gt;
== Analysis == &lt;br /&gt;
The cocoons come in three different variants. Each corresponding one of the three types of [[insectoid]] in the base game. Upon appearing on the map following a wastepack infestation event, the cocoons remain dormant. However, upon being triggered, insectoids would burst out of said cocoons and attack any colonist in the vicinity in an agitated frenzy. Cocoons can be triggered by colonist standing close by, each cocoon has a radius of activation that should be avoided lest one wishes to spawn in insectoids. &lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CocoonMegascarabA.png| Megascarab stasis cocoon Variant A&lt;br /&gt;
CocoonMegascarabB.png| Megascarab stasis cocoon Variant B&lt;br /&gt;
CocoonMegascarabC.png| Megascarab stasis cocoon Variant C&lt;br /&gt;
CocoonMegaspiderA.png| Megaspider stasis cocoon Variant A&lt;br /&gt;
CocoonMegaspiderB.png| Megaspider stasis cocoon Variant B&lt;br /&gt;
CocoonMegaspiderC.png| Megaspider stasis cocoon Variant C&lt;br /&gt;
CocoonSpelopedeA.png| Spelopede stasis cocoon Variant A&lt;br /&gt;
CocoonSpelopedeB.png| Spelopede stasis cocoon Variant B&lt;br /&gt;
CocoonSpelopedeC.png| Spelopede stasis cocoon Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeC.png&amp;diff=144395</id>
		<title>File:CocoonSpelopedeC.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeC.png&amp;diff=144395"/>
		<updated>2024-04-24T13:20:44Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeB.png&amp;diff=144394</id>
		<title>File:CocoonSpelopedeB.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeB.png&amp;diff=144394"/>
		<updated>2024-04-24T13:20:28Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeA.png&amp;diff=144393</id>
		<title>File:CocoonSpelopedeA.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonSpelopedeA.png&amp;diff=144393"/>
		<updated>2024-04-24T13:20:17Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderC.png&amp;diff=144392</id>
		<title>File:CocoonMegaspiderC.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderC.png&amp;diff=144392"/>
		<updated>2024-04-24T13:19:36Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderB.png&amp;diff=144391</id>
		<title>File:CocoonMegaspiderB.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderB.png&amp;diff=144391"/>
		<updated>2024-04-24T13:19:25Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderA.png&amp;diff=144390</id>
		<title>File:CocoonMegaspiderA.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegaspiderA.png&amp;diff=144390"/>
		<updated>2024-04-24T13:19:15Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegascarabC.png&amp;diff=144389</id>
		<title>File:CocoonMegascarabC.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegascarabC.png&amp;diff=144389"/>
		<updated>2024-04-24T13:18:50Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegascarabB.png&amp;diff=144388</id>
		<title>File:CocoonMegascarabB.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegascarabB.png&amp;diff=144388"/>
		<updated>2024-04-24T13:18:39Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CocoonMegascarabA.png&amp;diff=144387</id>
		<title>File:CocoonMegascarabA.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CocoonMegascarabA.png&amp;diff=144387"/>
		<updated>2024-04-24T13:18:12Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright permission}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stasis_cocoon&amp;diff=144358</id>
		<title>Stasis cocoon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stasis_cocoon&amp;diff=144358"/>
		<updated>2024-04-24T05:16:25Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: Very rudimentary. but will do for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stasis cocoons are structures added by the [[Biotech DLC]]. They are linked to an event called [[Wastepack infestations]] in which insects burrow towards the map after a wastepack has deteriorated.&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y370z40ulw5h8tok&amp;topic_postId=y3hpwos6jb4nxnpg&amp;topic_revId=y3hpwos6jb4nxnpg&amp;action=single-view</id>
		<title>Topic:Y370z40ulw5h8tok</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y370z40ulw5h8tok&amp;topic_postId=y3hpwos6jb4nxnpg&amp;topic_revId=y3hpwos6jb4nxnpg&amp;action=single-view"/>
		<updated>2024-04-24T04:36:26Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:KirbyTurtleDuck&quot; class=&quot;mw-userlink&quot; title=&quot;User:KirbyTurtleDuck&quot;&gt;&lt;bdi&gt;KirbyTurtleDuck&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:KirbyTurtleDuck&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:KirbyTurtleDuck&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/KirbyTurtleDuck&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/KirbyTurtleDuck&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:Y370z40ulw5h8tok&amp;amp;topic_showPostId=y3hpwos6jb4nxnpg#flow-post-y3hpwos6jb4nxnpg&quot;&gt;commented&lt;/a&gt; on &quot;Welcome!&quot; (&lt;em&gt;Did some experimentation on Navbox creation on my User Page. Wanted to standardize the Biotech navbox to be similar to Royalty&amp;#039;s, what do...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144334</id>
		<title>User:KirbyTurtleDuck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144334"/>
		<updated>2024-04-24T02:24:34Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: This is me dabbling in navbox making&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I really should make a comic on some of my colonies one day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stories from rimworld I've had so far&amp;lt;br&amp;gt;&lt;br /&gt;
- A rought outlander scrapper finds an abandoned factory.&lt;br /&gt;
&lt;br /&gt;
List of things to do, I suppose&amp;lt;br&amp;gt;&lt;br /&gt;
- Fully document the undocumented, currently Anomaly needs a lot of love.&amp;lt;br&amp;gt;&lt;br /&gt;
- Standardization, we desperately need to make the main page of each DLC more similar and organised. Royalty is fine, Ideology is a mess, and Biotech still has some kinks.&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn to code? I'm not a modder, but I'm an artist, and rather meticulous,  if possible, I wanna learn how to do retextures and fix translation issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Testing with Templates, standardizing Biotech navbox to be similar to Royalty. Make Ideology navbox? one day, maybe&amp;lt;br&amp;gt;&lt;br /&gt;
How do I colour Navboxes? Should make Royalty navbox gold, and Biotech Navbox blue, keeping it thematic&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis. A lot of seemingly obsolete links, maybe. What the hell is a stasis cocoon? Gene Modding should need a guide page, or dedicated page I think.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Update figured out how to add colours, but seems inconsistent&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Biotech navbox test (I am unsure if name of navbox may mess with already establish templates)&lt;br /&gt;
| title = [[Biotech (DLC)]]&lt;br /&gt;
| titlegroup = [[File:BiotechIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Biotech DLC]]&lt;br /&gt;
| basestyle = background: cyan;&lt;br /&gt;
| group1 = Families&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Relationships&lt;br /&gt;
  | list1  = [[Reproduction]] &amp;amp;bull; [[Children]]&lt;br /&gt;
  | group2 = Life stages&lt;br /&gt;
  | list2  = [[Babies]] &amp;amp;bull; [[Children]] &amp;amp;bull; [[Human|Adults]]&lt;br /&gt;
  | group3 = Furniture&lt;br /&gt;
  | list3  = [[Crib]] &amp;amp;bull; [[Baby sleeping spot]] &amp;amp;bull; [[Growth vat]] &amp;amp;bull; [[Toy box]] &amp;amp;bull; [[Baby decoration]] &amp;amp;bull; [[School desk]] &amp;amp;bull; [[Blackboard]]}}&lt;br /&gt;
| group2 = Genetics&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = [[Xenohumans]]&lt;br /&gt;
  | list1 = [[File:Baseliner.png|18px|Baseliner]]Baseliner &amp;amp;bull; [[File:Other.png|18px]]Hybrids &amp;amp;bull; [[File:Dirtmole.png|18px|link=Dirtmoles]][[Dirtmoles]] &amp;amp;bull; [[File:Genie.png|18px|link=Genies]][[Genies]] &amp;amp;bull; [[File:Highmate.png|18px|link=Highmates]][[Highmates]] &amp;amp;bull; [[File:Hussar.png|18px|link=Hussars]][[Hussars]] &amp;amp;bull; [[File:Impid.png|18px|link=Impids]][[Impids]] &amp;amp;bull; [[File:Neanderthal.png|18px|link=Neanderthals]][[Neanderthals]] &amp;amp;bull; [[File:PigskinXenotype.png|18px|link=Pigskins]][[Pigskins]] &amp;amp;bull; [[File:Sanguophage.png|18px|link=Sanguophages]][[Sanguophages]] &amp;amp;bull; [[File:Waster.png|18px|link=Wasters]][[Wasters]] &amp;amp;bull; [[File:Yttakin.png|18px|link=Yttakin]][[Yttakin]]&lt;br /&gt;
  | group2 = [[Genes]]&lt;br /&gt;
  | list2 = [[Germline]] &amp;amp;bull; [[Xenogene]] &amp;amp;bull; [[Metabolic efficiency]]&lt;br /&gt;
  | group3 = Genetic Modifications&lt;br /&gt;
  | list3 = [[Genepack]] &amp;amp;bull; [[Gene extractor]] &amp;amp;bull; [[Gene bank]] &amp;amp;bull; [[Gene assembler]] &amp;amp;bull; [[Gene processor]] &amp;amp;bull; [[Xenogerm]] &amp;amp;bull; [[Archite capsules]]&lt;br /&gt;
  | group4 = [[Deathrest]]&lt;br /&gt;
  | list4 = [[Deathrest accelerator]] &amp;amp;bull; [[Deathrest capacity serum]] &amp;amp;bull; [[Deathrest casket]] &amp;amp;bull; [[Glucosoid pump]] &amp;amp;bull; [[Hemogen amplifier]] &amp;amp;bull; [[Hemopump]] &amp;amp;bull; [[Psychofluid pump]]}}&lt;br /&gt;
| group3 = Mechanoids&lt;br /&gt;
| list3  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Labourers&lt;br /&gt;
  | list1  = [[Agrihand]] &amp;amp;bull; [[Cleansweeper]] &amp;amp;bull; [[Constructoid]] &amp;amp;bull; [[Fabricor]] &amp;amp;bull; [[Lifter]] &amp;amp;bull; [[Paramedic]] &amp;amp;bull; [[Tunneler]]&lt;br /&gt;
  | group2 = Combatants&lt;br /&gt;
  | list2  = [[Centurion]] &amp;amp;bull; [[Legionary]] &amp;amp;bull; [[Militor]] &amp;amp;bull; [[Scorcher]] &amp;amp;bull; [[Tesseron]]&lt;br /&gt;
  | group3 = Commanders&lt;br /&gt;
  | list3  = [[Apocriton]] &amp;amp;bull; [[Diabolus]] &amp;amp;bull; [[War queen]] &amp;amp;bull; [[War urchin]]}}&lt;br /&gt;
| group4 = Mechanitors&lt;br /&gt;
| list4  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Control&lt;br /&gt;
  | list1 = [[Mechlink]] &amp;amp;bull; [[Band node]] &amp;amp;bull; [[Mech booster|Mech boosters]] &amp;amp;bull; [[Mech signaller|Mech signallers]] &amp;amp;bull; [[Control pack]] &amp;amp;bull; [[Airwire headset]]&lt;br /&gt;
  | group2 = Mechanoid creation&lt;br /&gt;
  | list2 = [[Basic subcore]] &amp;amp;bull; [[Standard subcore]] &amp;amp;bull; [[High subcore]] &amp;amp;bull; [[Subcore encoder]] &amp;amp;bull; [[Subcore softscanner]] &amp;amp;bull; [[Subcore ripscanner]] &amp;amp;bull; [[Mech gestator]]&lt;br /&gt;
  | group3 = Maintenance &lt;br /&gt;
  | list3 = [[Mech recharger]]}}&lt;br /&gt;
| group5 = [[Pollution]]&lt;br /&gt;
| list5  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Nature&lt;br /&gt;
  | list1 = [[Toxalope]] &amp;amp;bull; [[Toxipotato plant]] &amp;amp;bull; [[Waste rat]] &amp;amp;bull; [[Gray pine tree]] &amp;amp;bull; [[Pebble cactus]] &amp;amp;bull; [[Rat palm tree]] &amp;amp;bull; [[Witchwood tree]] &amp;amp;bull; [[Stasis cocoon]]&lt;br /&gt;
  | group2 = Mitigation&lt;br /&gt;
  | list2 = [[Wastepack|Wastepacks]] &amp;amp;bull; [[Wastepack atomizer|Atomizers]] &amp;amp;bull; [[Pollution pump|Pollution pumps]] &amp;amp;bull; [[Polux trees]]&lt;br /&gt;
  | group3 = Adaptation&lt;br /&gt;
  | list3 = [[Face mask]] &amp;amp;bull; [[Gas mask]] &amp;amp;bull; [[Tox grenades]] &amp;amp;bull; [[Tox pack]] &amp;amp;bull; [[Tox shell]] &amp;amp;bull; [[Toxic needle gun]] &amp;amp;bull; [[Toxbomb launcher]] &amp;amp;bull; [[Detoxifier kidney]] &amp;amp;bull; [[Detoxifier lung]]&lt;br /&gt;
  | group4 = Hubris&lt;br /&gt;
  | list4 = [[Toxifier generator]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Ideology navbox test&lt;br /&gt;
| title = [[Ideology (DLC)]]&lt;br /&gt;
| titlegroup = [[File:IdeologyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Ideology DLC]]&lt;br /&gt;
| basestyle = background: pink;&lt;br /&gt;
| group1 = Ideoligions, excuse me, is this an actual word?&lt;br /&gt;
| list1  = Ideoligions or Ideologies?&lt;br /&gt;
| group2 = Roles&lt;br /&gt;
| list2  = Guy who executes you &amp;amp; the guy that locks you in a dirty room to convert you&lt;br /&gt;
| group3 = Rituals&lt;br /&gt;
| list3  = Absolute waste of time&lt;br /&gt;
| group4 = Styles&lt;br /&gt;
| list4  = Mechanic that makes retexture mods even more confusing to deal with&lt;br /&gt;
| group5 = Slavery&lt;br /&gt;
| list5  = Keep in mind that this is me dipping my toes in navbox making, I dont intend to make this as THE Ideology Navbox&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Anomaly navbox test&lt;br /&gt;
| title = [[Anomaly (DLC)]]&lt;br /&gt;
| titlegroup = [[File:AnomalyIcon.png|frameless|32px|link=Anomaly(DLC)|Content added by the Anomaly DLC]]&lt;br /&gt;
| basestyle = background: olive;&lt;br /&gt;
| group1 = Entities&lt;br /&gt;
| list1  = HAHAHAHA I FIGURED OUT HOW TO ADD COLOUR&lt;br /&gt;
| group2 = Ummmm&lt;br /&gt;
| list2  = Ummmm&lt;br /&gt;
| group3 = Ummmm&lt;br /&gt;
| list3  = Ummmm&lt;br /&gt;
| group4 = Ummmm&lt;br /&gt;
| list4  = Ummmm&lt;br /&gt;
| group5 = Ummmm&lt;br /&gt;
| list5  = Ummmm&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Royalty navbox test for colouring&lt;br /&gt;
| title = [[Royalty (DLC)]]&lt;br /&gt;
| titlegroup = [[File:RoyaltyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Royalty DLC]]&lt;br /&gt;
| basestyle = background: gold;&lt;br /&gt;
| group1 = Apparel&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Armor&lt;br /&gt;
  | list1  = [[Cataphract armor]] ([[Cataphract helmet|helmet]]) &amp;amp;bull; [[Grenadier armor]] &amp;amp;bull; [[Gunlink]] &amp;amp;bull; [[Locust armor]] &amp;amp;bull; [[Prestige cataphract armor]] ([[Prestige cataphract helmet|helmet]]) &amp;amp;bull; [[Prestige marine armor]] ([[Prestige marine helmet|helmet]]) &amp;amp;bull; [[Prestige recon armor]] ([[Prestige recon helmet|helmet]])&lt;br /&gt;
  | group2 = Headwear&lt;br /&gt;
  | list2  = [[Beret]] &amp;amp;bull; [[Coronet]] &amp;amp;bull; [[Crown]] ([[Stellic crown|stellic]]) &amp;amp;bull; [[Eltex helmet]] &amp;amp;bull; [[Eltex skullcap]] &amp;amp;bull; [[Ladies hat]] &amp;amp;bull; [[Top hat]]&lt;br /&gt;
  | group3 = Robes&lt;br /&gt;
  | list3  = [[Cape]] &amp;amp;bull; [[Eltex robe]] &amp;amp;bull; [[Prestige robe]]&lt;br /&gt;
  | group4 = Tops&lt;br /&gt;
  | list4  = [[Corset]] &amp;amp;bull; [[Eltex shirt]] &amp;amp;bull; [[Eltex vest]] &amp;amp;bull; [[Formal shirt]] &amp;amp;bull; [[Formal vest]]}}&lt;br /&gt;
| group2 = Artificial body parts&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Artificial metabolism&lt;br /&gt;
  | list1  = [[Nuclear stomach]] &amp;amp;bull; [[Reprocessor stomach]] &amp;amp;bull; [[Sterilizing stomach]]&lt;br /&gt;
  | group2 = Brain wiring&lt;br /&gt;
  | list2  = [[Mindscrew]]&lt;br /&gt;
  | group3 = Circadian influence&lt;br /&gt;
  | list3  = [[Circadian assistant]] &amp;amp;bull; [[Circadian half-cycler]]&lt;br /&gt;
  | group4 = Compact weaponry&lt;br /&gt;
  | list4  = [[Elbow blade]] &amp;amp;bull; [[Hand talon]] &amp;amp;bull; [[Knee spike]]&lt;br /&gt;
  | group5 = Flesh shaping&lt;br /&gt;
  | list5  = [[Aesthetic nose]] &amp;amp;bull; [[Aesthetic shaper]] &amp;amp;bull; [[Love enhancer]]&lt;br /&gt;
  | group6 = Healing factors&lt;br /&gt;
  | list6  = [[Coagulator]] &amp;amp;bull; [[Healing enhancer]]&lt;br /&gt;
  | group7 = Molecular analysis&lt;br /&gt;
  | list7  = [[Gastro-analyzer]] &amp;amp;bull; [[Immunoenhancer]]&lt;br /&gt;
  | group8 = Neural computation&lt;br /&gt;
  | list8  = [[Learning assistant]] &amp;amp;bull; [[Neurocalculator]]&lt;br /&gt;
  | group9 = Poison synthesis&lt;br /&gt;
  | list9  = [[Venom fangs]] &amp;amp;bull; [[Venom talon]]&lt;br /&gt;
  | group10= Skin hardening&lt;br /&gt;
  | list10 = [[Armorskin gland]] &amp;amp;bull; [[Stoneskin gland]] &amp;amp;bull; [[Toughskin gland]]&lt;br /&gt;
  | group11= Specialized limbs&lt;br /&gt;
  | list11 = [[Drill arm]] &amp;amp;bull; [[Field hand]]&lt;br /&gt;
  | group12= Other&lt;br /&gt;
  | list12 = [[Psychic harmonizer]] &amp;amp;bull; [[Psychic reader]] &amp;amp;bull; [[Psychic sensitizer]] &amp;amp;bull; [[Psylink neuroformer]]&lt;br /&gt;
  | group13= Obsolete&lt;br /&gt;
  | list13 = [[Psychic silencer]]}}&lt;br /&gt;
| group3 = Diseases&lt;br /&gt;
| list3  = [[Blood rot]] &amp;amp;bull; [[Paralytic abasia]]&lt;br /&gt;
| group4 = [[Empire]]&lt;br /&gt;
| list4  =  [[Shuttle]] ([[ship landing beacon]]) &amp;amp;bull; [[Titles]]&lt;br /&gt;
| group5 = [[Fine floor]]s&lt;br /&gt;
| list5  = [[Fine carpet]] ([[Fine burgundy carpet|burgundy]]) ([[Fine indigo carpet|indigo]]) ([[Fine white carpet|white]]) &amp;amp;bull; [[Fine stone tile]]&lt;br /&gt;
| group6 = Furniture&lt;br /&gt;
| list6  = [[Brazier]] ([[Darklight brazier|darklight]] {{IdeologyIcon}}) &amp;amp;bull; [[Drape]] &amp;amp;bull; [[Harp]] &amp;amp;bull; [[Harpsichord]] &amp;amp;bull; [[Piano]]&lt;br /&gt;
| group7 = [[Mechanoid cluster]]s&lt;br /&gt;
| list7  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Buildings&lt;br /&gt;
  | list1  = [[Mech assembler]] &amp;amp;bull; [[Mech capsule]] &amp;amp;bull; [[Mech drop beacon]] &amp;amp;bull; [[Mech high-shield]] &amp;amp;bull; [[Mech low-shield]] &amp;amp;bull; [[Mech node]] &amp;amp;bull; [[Mini-slugger]] ([[Mini-slugger turret|turret]]) &amp;amp;bull; [[Proximity activator]] &amp;amp;bull; [[Unstable power cell]]&lt;br /&gt;
  | group2 = [[Condition causer]]s&lt;br /&gt;
  | list2  = [[Climate adjuster]] &amp;amp;bull; [[Count-down activator]] &amp;amp;bull; [[Defoliator]] &amp;amp;bull; [[EMI dynamo]] &amp;amp;bull; [[Psychic droner]] &amp;amp;bull; [[Psychic suppressor]] &amp;amp;bull; [[Smoke spewer]] &amp;amp;bull; [[Sun blocker]] &amp;amp;bull; [[Toxic spewer]] &amp;amp;bull; [[Weather controller]]}}&lt;br /&gt;
| group8 = Meditation&lt;br /&gt;
| list8  = [[Anima tree]] ([[anima grass|grass]]) &amp;amp;bull; [[Animus stone]] &amp;amp;bull; [[Meditation spot]] &amp;amp;bull; [[Meditation throne]] ([[Grand meditation throne|grand]]) &amp;amp;bull; [[Small nature shrine]] ([[Large nature shrine|large]])&lt;br /&gt;
| group9 = Utility&lt;br /&gt;
| list9  = [[Jump pack]] &amp;amp;bull; [[Low-shield pack]] ([[shield core]]) &amp;amp;bull; [[Orbital mech cluster targeter]]&lt;br /&gt;
| group10= Weapons&lt;br /&gt;
| list10 = [[Axe]] &amp;amp;bull; [[Eltex staff]] &amp;amp;bull; [[Monosword]] ([[Persona monosword|persona]]) &amp;amp;bull; [[Plasmasword]] ([[Persona plasmasword|persona]]) &amp;amp;bull; [[Warhammer]] &amp;amp;bull; [[Zeushammer]] ([[Persona zeushammer|persona]])&lt;br /&gt;
| group11= Other&lt;br /&gt;
| list11 = [[Monument]] &amp;amp;bull; [[Psycasts]] &amp;amp;bull; [[Psytrainer]] &amp;amp;bull; [[Techprint]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144327</id>
		<title>User:KirbyTurtleDuck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:KirbyTurtleDuck&amp;diff=144327"/>
		<updated>2024-04-24T02:00:29Z</updated>

		<summary type="html">&lt;p&gt;KirbyTurtleDuck: This is me dabbling in navbox making&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I really should make a comic on some of my colonies one day.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stories from rimworld I've had so far&amp;lt;br&amp;gt;&lt;br /&gt;
- A rought outlander scrapper finds an abandoned factory.&lt;br /&gt;
&lt;br /&gt;
List of things to do, I suppose&amp;lt;br&amp;gt;&lt;br /&gt;
- Fully document the undocumented, currently Anomaly needs a lot of love.&amp;lt;br&amp;gt;&lt;br /&gt;
- Standardization, we desperately need to make the main page of each DLC more similar and organised. Royalty is fine, Ideology is a mess, and Biotech still has some kinks.&amp;lt;br&amp;gt;&lt;br /&gt;
- Learn to code? I'm not a modder, but I'm an artist, and rather meticulous,  if possible, I wanna learn how to do retextures and fix translation issues.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Testing with Templates, standardizing Biotech navbox to be similar to Royalty. Make Ideology navbox? one day, maybe&amp;lt;br&amp;gt;&lt;br /&gt;
How do I colour Navboxes? Should make Royalty navbox gold, and Biotech Navbox blue, keeping it thematic&amp;lt;br&amp;gt;&lt;br /&gt;
Analysis. A lot of seemingly obsolete links, maybe. What the hell is a stasis cocoon? Gene Modding should need a guide page, or dedicated page I think.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Biotech navbox test (I am unsure if name of navbox may mess with already establish templates)&lt;br /&gt;
| title = [[Biotech (DLC)]]&lt;br /&gt;
| titlegroup = [[File:BiotechIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Biotech DLC]]&lt;br /&gt;
| group1 = Families&lt;br /&gt;
| list1  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Relationships&lt;br /&gt;
  | list1  = [[Reproduction]] &amp;amp;bull; [[Children]]&lt;br /&gt;
  | group2 = Life stages&lt;br /&gt;
  | list2  = [[Babies]] &amp;amp;bull; [[Children]] &amp;amp;bull; [[Human|Adults]]&lt;br /&gt;
  | group3 = Furniture&lt;br /&gt;
  | list3  = [[Crib]] &amp;amp;bull; [[Baby sleeping spot]] &amp;amp;bull; [[Growth vat]] &amp;amp;bull; [[Toy box]] &amp;amp;bull; [[Baby decoration]] &amp;amp;bull; [[School desk]] &amp;amp;bull; [[Blackboard]]}}&lt;br /&gt;
| group2 = Genetics&lt;br /&gt;
| list2  = {{Navbox subgroup&lt;br /&gt;
  | group1 = [[Xenohumans]]&lt;br /&gt;
  | list1 = [[File:Baseliner.png|18px|Baseliner]]Baseliner &amp;amp;bull; [[File:Other.png|18px]]Hybrids &amp;amp;bull; [[File:Dirtmole.png|18px|link=Dirtmoles]][[Dirtmoles]] &amp;amp;bull; [[File:Genie.png|18px|link=Genies]][[Genies]] &amp;amp;bull; [[File:Highmate.png|18px|link=Highmates]][[Highmates]] &amp;amp;bull; [[File:Hussar.png|18px|link=Hussars]][[Hussars]] &amp;amp;bull; [[File:Impid.png|18px|link=Impids]][[Impids]] &amp;amp;bull; [[File:Neanderthal.png|18px|link=Neanderthals]][[Neanderthals]] &amp;amp;bull; [[File:PigskinXenotype.png|18px|link=Pigskins]][[Pigskins]] &amp;amp;bull; [[File:Sanguophage.png|18px|link=Sanguophages]][[Sanguophages]] &amp;amp;bull; [[File:Waster.png|18px|link=Wasters]][[Wasters]] &amp;amp;bull; [[File:Yttakin.png|18px|link=Yttakin]][[Yttakin]]&lt;br /&gt;
  | group2 = [[Genes]]&lt;br /&gt;
  | list2 = [[Germline]] &amp;amp;bull; [[Xenogene]] &amp;amp;bull; [[Metabolic efficiency]]&lt;br /&gt;
  | group3 = Genetic Modifications&lt;br /&gt;
  | list3 = [[Genepack]] &amp;amp;bull; [[Gene extractor]] &amp;amp;bull; [[Gene bank]] &amp;amp;bull; [[Gene assembler]] &amp;amp;bull; [[Gene processor]] &amp;amp;bull; [[Xenogerm]] &amp;amp;bull; [[Archite capsules]]&lt;br /&gt;
  | group4 = [[Deathrest]]&lt;br /&gt;
  | list4 = [[Deathrest accelerator]] &amp;amp;bull; [[Deathrest capacity serum]] &amp;amp;bull; [[Deathrest casket]] &amp;amp;bull; [[Glucosoid pump]] &amp;amp;bull; [[Hemogen amplifier]] &amp;amp;bull; [[Hemopump]] &amp;amp;bull; [[Psychofluid pump]]}}&lt;br /&gt;
| group3 = Mechanoids&lt;br /&gt;
| list3  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Labourers&lt;br /&gt;
  | list1  = [[Agrihand]] &amp;amp;bull; [[Cleansweeper]] &amp;amp;bull; [[Constructoid]] &amp;amp;bull; [[Fabricor]] &amp;amp;bull; [[Lifter]] &amp;amp;bull; [[Paramedic]] &amp;amp;bull; [[Tunneler]]&lt;br /&gt;
  | group2 = Combatants&lt;br /&gt;
  | list2  = [[Centurion]] &amp;amp;bull; [[Legionary]] &amp;amp;bull; [[Militor]] &amp;amp;bull; [[Scorcher]] &amp;amp;bull; [[Tesseron]]&lt;br /&gt;
  | group3 = Commanders&lt;br /&gt;
  | list3  = [[Apocriton]] &amp;amp;bull; [[Diabolus]] &amp;amp;bull; [[War queen]] &amp;amp;bull; [[War urchin]]}}&lt;br /&gt;
| group4 = Mechanitors&lt;br /&gt;
| list4  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Control&lt;br /&gt;
  | list1 = [[Mechlink]] &amp;amp;bull; [[Band node]] &amp;amp;bull; [[Mech booster|Mech boosters]] &amp;amp;bull; [[Mech signaller|Mech signallers]] &amp;amp;bull; [[Control pack]] &amp;amp;bull; [[Airwire headset]]&lt;br /&gt;
  | group2 = Mechanoid creation&lt;br /&gt;
  | list2 = [[Basic subcore]] &amp;amp;bull; [[Standard subcore]] &amp;amp;bull; [[High subcore]] &amp;amp;bull; [[Subcore encoder]] &amp;amp;bull; [[Subcore softscanner]] &amp;amp;bull; [[Subcore ripscanner]] &amp;amp;bull; [[Mech gestator]]&lt;br /&gt;
  | group3 = Maintenance &lt;br /&gt;
  | list3 = [[Mech recharger]]}}&lt;br /&gt;
| group5 = [[Pollution]]&lt;br /&gt;
| list5  = {{Navbox subgroup&lt;br /&gt;
  | group1 = Nature&lt;br /&gt;
  | list1 = [[Toxalope]] &amp;amp;bull; [[Toxipotato plant]] &amp;amp;bull; [[Waste rat]] &amp;amp;bull; [[Gray pine tree]] &amp;amp;bull; [[Pebble cactus]] &amp;amp;bull; [[Rat palm tree]] &amp;amp;bull; [[Witchwood tree]] &amp;amp;bull; [[Stasis cocoon]]&lt;br /&gt;
  | group2 = Mitigation&lt;br /&gt;
  | list2 = [[Wastepack|Wastepacks]] &amp;amp;bull; [[Wastepack atomizer|Atomizers]] &amp;amp;bull; [[Pollution pump|Pollution pumps]] &amp;amp;bull; [[Polux trees]]&lt;br /&gt;
  | group3 = Adaptation&lt;br /&gt;
  | list3 = [[Face mask]] &amp;amp;bull; [[Gas mask]] &amp;amp;bull; [[Tox grenades]] &amp;amp;bull; [[Tox pack]] &amp;amp;bull; [[Tox shell]] &amp;amp;bull; [[Toxic needle gun]] &amp;amp;bull; [[Toxbomb launcher]] &amp;amp;bull; [[Detoxifier kidney]] &amp;amp;bull; [[Detoxifier lung]]&lt;br /&gt;
  | group4 = Hubris&lt;br /&gt;
  | list4 = [[Toxifier generator]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Ideology navbox test&lt;br /&gt;
| title = [[Ideology (DLC)]]&lt;br /&gt;
| titlegroup = [[File:IdeologyIcon.png|frameless|32px|link=Biotech (DLC)|Content added by the Ideology DLC]]&lt;br /&gt;
| group1 = Ideoligions, excuse me, is this an actual word?&lt;br /&gt;
| list1  = Ideoligions or Ideologies?&lt;br /&gt;
| group2 = Roles&lt;br /&gt;
| list2  = Guy who executes you &amp;amp; the guy that locks you in a dirty room to convert you&lt;br /&gt;
| group3 = Rituals&lt;br /&gt;
| list3  = Absolute waste of time&lt;br /&gt;
| group4 = Styles&lt;br /&gt;
| list4  = Mechanic that makes retexture mods even more confusing to deal with&lt;br /&gt;
| group5 = Slavery&lt;br /&gt;
| list5  = Keep in mind that this is me dipping my toes in navbox making, I dont intend to make this as THE Ideology Navbox&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox&lt;br /&gt;
| name  = Anomaly navbox test&lt;br /&gt;
| title = [[Anomaly (DLC)]]&lt;br /&gt;
| titlegroup = [[File:AnomalyIcon.png|frameless|32px|link=Anomaly(DLC)|Content added by the Anomaly DLC]]&lt;br /&gt;
| group1 = Entities&lt;br /&gt;
| list1  = Ummmm&lt;br /&gt;
| group2 = Ummmm&lt;br /&gt;
| list2  = Ummmm&lt;br /&gt;
| group3 = Ummmm&lt;br /&gt;
| list3  = Ummmm&lt;br /&gt;
| group4 = Ummmm&lt;br /&gt;
| list4  = Ummmm&lt;br /&gt;
| group5 = Ummmm&lt;br /&gt;
| list5  = Ummmm&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KirbyTurtleDuck</name></author>
	</entry>
</feed>