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		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Custom_Drug&amp;diff=182289</id>
		<title>Modding Tutorials/Custom Drug</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Custom_Drug&amp;diff=182289"/>
		<updated>2026-07-22T20:37:20Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Custom Drug}}&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
{{:Modding_Tutorials/Under_Review}}&lt;br /&gt;
&lt;br /&gt;
In this simple RimWorld tutorial, we will create a custom drug, complete with its own hediff and sprite.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
In this tutorial you will:&lt;br /&gt;
&lt;br /&gt;
* Create [[Modding_Tutorials/ThingDef|ThingDef]]s for a '''new drug''': xylin, a potent painkiller.&lt;br /&gt;
* Assign '''custom stackable textures''' to your new drug&lt;br /&gt;
* Create a new [[Modding_Tutorials/RecipeDef|RecipeDef]] to '''craft xylin''', yielding this new drug&lt;br /&gt;
&lt;br /&gt;
== Folder Setup ==&lt;br /&gt;
First, you will want to set up your mod folder in this order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
Mods&lt;br /&gt;
└ MyModFolder&lt;br /&gt;
  ├ About&lt;br /&gt;
  │ └ About.xml&lt;br /&gt;
  ├ Defs&lt;br /&gt;
  │ └ ThingDefs_Items&lt;br /&gt;
  │   └ ExampleItem_Xylin.xml&lt;br /&gt;
  └ Textures&lt;br /&gt;
    └ ExampleMod&lt;br /&gt;
      └ Xylin&lt;br /&gt;
        ├ Xylin_a.png&lt;br /&gt;
        └ Xylin_b.png&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== About.xml ===&lt;br /&gt;
The &amp;lt;code&amp;gt;about.xml&amp;lt;/code&amp;gt; is used to register the mod with RimWorld; the template below should act as a baseline.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;ModMetaData&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;CustomDrug&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;author&amp;gt;YourName&amp;lt;/author&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Package IDs must be unique; RimWorld will not load two mods with the same ID. --&amp;gt;&lt;br /&gt;
    &amp;lt;packageId&amp;gt;YourName.CustomDrug&amp;lt;/packageId&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Your description goes here. --&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;ExampleDescription&amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;supportedVersions&amp;gt;&lt;br /&gt;
        &amp;lt;!-- This field tells RimWorld which versions of the game this mod works on. For this tutorial, we will be working with the latest update, 1.6. --&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1.6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/supportedVersions&amp;gt;&lt;br /&gt;
&amp;lt;/ModMetaData&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sample Assets ===&lt;br /&gt;
You can use these as the example textures:&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-subtitle&amp;quot;&amp;gt;Single graphic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-text&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CustomDrug_Xylin_a.png|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-subtitle&amp;quot;&amp;gt;Full stack graphic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-text&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CustomDrug_Xylin_b.png|none]]&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;
== Instructions ==&lt;br /&gt;
=== 1. Create drug ThingDefs ===&lt;br /&gt;
Internally, the addiction system is relatively consistent across all drugs, so we will be using the def block of [[Smokeleaf]] as a template. The XML for [[Smokeleaf]] can be found in &amp;lt;code&amp;gt;Data/Core/Defs/Drugs/Smokeleaf.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are two main defs we'll be working with, the ThingDef for the drug item, and the HediffDef for the effect.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;Defs&amp;gt;&lt;br /&gt;
	&amp;lt;!--ParentName makes the thing inherit properties from its parent--&amp;gt;&lt;br /&gt;
	&amp;lt;ThingDef ParentName=&amp;quot;MakeableDrugBase&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;!--a defName is an ID unique to every def, allowing the game to distinguish things from one another--&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;XylinDrug&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;!--a label is the text shown to the player--&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;xylin&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;Description goes here.&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;!--properties go here--&amp;gt;&lt;br /&gt;
	&amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
	&amp;lt;HediffDef&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;XylinHigh&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;high on xylin&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;labelNoun&amp;gt;a xylin high&amp;lt;/labelNoun&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;Xylin's active chemical in the bloodstream. Dulls pain.&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;!--properties go here--&amp;gt;&lt;br /&gt;
	&amp;lt;/HediffDef&amp;gt;&lt;br /&gt;
&amp;lt;/Defs&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2. Add properties ===&lt;br /&gt;
==== &amp;lt;code&amp;gt;XylinDrug&amp;lt;/code&amp;gt; ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;TutorialTableWrapper&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;TutorialCodeTable&amp;quot;&lt;br /&gt;
! XML !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;possessionCount&amp;gt;5&amp;lt;/possessionCount&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
This defines how many instances of said item pawns will carry in their inventory, if instructed to do so via policy or manually.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;descriptionHyperlinks&amp;gt;&lt;br /&gt;
	&amp;lt;HediffDef&amp;gt;XylinHigh&amp;lt;/HediffDef&amp;gt;&lt;br /&gt;
&amp;lt;/descriptionHyperlinks&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
This defines what other things will be hyperlinked on the item's info page.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;graphicData&amp;gt;&lt;br /&gt;
	&amp;lt;texPath&amp;gt;ExampleMod/Xylin&amp;lt;/texPath&amp;gt;&lt;br /&gt;
	&amp;lt;graphicClass&amp;gt;Graphic_StackCount&amp;lt;/graphicClass&amp;gt;&lt;br /&gt;
&amp;lt;/graphicData&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The &amp;lt;code&amp;gt;texPath&amp;lt;/code&amp;gt; tag tells RimWorld which folder contains the textures.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;graphicClass&amp;lt;/code&amp;gt; tag defines what type of texture is used to represent the item. Specifically, &amp;lt;code&amp;gt;Graphic_StackCount&amp;lt;/code&amp;gt; instructs the game to display a different texture depending on how many items are stacked.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;rotatable&amp;gt;false&amp;lt;/rotatable&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;techLevel&amp;gt;Industrial&amp;lt;/techLevel&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;statBases&amp;gt;&lt;br /&gt;
	&amp;lt;WorkToMake&amp;gt;450&amp;lt;/WorkToMake&amp;gt;&lt;br /&gt;
	&amp;lt;MarketValue&amp;gt;16&amp;lt;/MarketValue&amp;gt;&lt;br /&gt;
	&amp;lt;Mass&amp;gt;0.05&amp;lt;/Mass&amp;gt;&lt;br /&gt;
	&amp;lt;DeteriorationRate&amp;gt;6&amp;lt;/DeteriorationRate&amp;gt;&lt;br /&gt;
	&amp;lt;Flammability&amp;gt;1.3&amp;lt;/Flammability&amp;gt;&lt;br /&gt;
&amp;lt;/statBases&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
&amp;lt;code&amp;gt;WorkToMake&amp;lt;/code&amp;gt; refers to how many ticks producing this item takes.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;MarketValue&amp;lt;/code&amp;gt; tag provides the item's price in silver, before modifiers such as colony disadvantage are applied.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;Mass&amp;lt;/code&amp;gt; refers to the weight of the item for caravan purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;DeteriorationRate&amp;lt;/code&amp;gt; is a tag instructing the game how many points of damage per day the item should take if left outdoors.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;Flammability&amp;lt;/code&amp;gt; tag provides how quickly the item will deteriorate from direct fire.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ingestible&amp;gt;&lt;br /&gt;
	&amp;lt;foodType&amp;gt;Plant, Fluid&amp;lt;/foodType&amp;gt;&lt;br /&gt;
	&amp;lt;baseIngestTicks&amp;gt;80&amp;lt;/baseIngestTicks&amp;gt;&lt;br /&gt;
	&amp;lt;nurseable&amp;gt;true&amp;lt;/nurseable&amp;gt;&lt;br /&gt;
	&amp;lt;drugCategory&amp;gt;Medical&amp;lt;/drugCategory&amp;gt;&lt;br /&gt;
	&amp;lt;ingestSound&amp;gt;Ingest_Inject&amp;lt;/ingestSound&amp;gt;&lt;br /&gt;
	&amp;lt;ingestEffectEat&amp;gt;EatVegetarian&amp;lt;/ingestEffectEat&amp;gt;&lt;br /&gt;
	&amp;lt;ingestHoldOffsetStanding&amp;gt;&lt;br /&gt;
		&amp;lt;northDefault&amp;gt;&lt;br /&gt;
			&amp;lt;offset&amp;gt;(0.18,0,0)&amp;lt;/offset&amp;gt;&lt;br /&gt;
		&amp;lt;/northDefault&amp;gt;&lt;br /&gt;
	&amp;lt;/ingestHoldOffsetStanding&amp;gt;&lt;br /&gt;
	&amp;lt;ingestHoldUsesTable&amp;gt;false&amp;lt;/ingestHoldUsesTable&amp;gt;&lt;br /&gt;
	&amp;lt;ingestCommandString&amp;gt;Inject {0}&amp;lt;/ingestCommandString&amp;gt;&lt;br /&gt;
	&amp;lt;ingestReportString&amp;gt;Injecting {0}.&amp;lt;/ingestReportString&amp;gt;&lt;br /&gt;
	&amp;lt;ingestReportStringEat&amp;gt;Consuming {0}.&amp;lt;/ingestReportStringEat&amp;gt;&lt;br /&gt;
	&amp;lt;useEatingSpeedStat&amp;gt;false&amp;lt;/useEatingSpeedStat&amp;gt;&lt;br /&gt;
	&amp;lt;outcomeDoers&amp;gt;&lt;br /&gt;
		&amp;lt;li Class=&amp;quot;IngestionOutcomeDoer_GiveHediff&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;hediffDef&amp;gt;XylinHigh&amp;lt;/hediffDef&amp;gt;&lt;br /&gt;
			&amp;lt;severity&amp;gt;1.0&amp;lt;/severity&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/outcomeDoers&amp;gt;&lt;br /&gt;
&amp;lt;/ingestible&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
&amp;lt;code&amp;gt;FoodType&amp;lt;/code&amp;gt; -&amp;gt; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;baseIngestTicks&amp;lt;/code&amp;gt; tag refers to how many ticks a pawn will take to consume this item.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;nurseable&amp;lt;/code&amp;gt; -&amp;gt; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;drugCategory&amp;lt;/code&amp;gt; tag separates drugs into types. Social drugs will be used for recreation, hard drugs will be consumed during certain mental breaks, and medical drugs won't be consumed unless instructed to manually or via policy.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;ingestHoldUsesTable&amp;lt;/code&amp;gt; refers to whether pawns will seek out a table to consume this item.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;useEatingSpeedStat&amp;lt;/code&amp;gt; instructs the game whether to take the eating stat into account when calculating consumption time.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;recipeMaker&amp;gt;&lt;br /&gt;
	&amp;lt;recipeUsers&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;DrugLab&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/recipeUsers&amp;gt;&lt;br /&gt;
	&amp;lt;workSpeedStat&amp;gt;DrugCookingSpeed&amp;lt;/workSpeedStat&amp;gt;&lt;br /&gt;
	&amp;lt;workSkill&amp;gt;Cooking&amp;lt;/workSkill&amp;gt;&lt;br /&gt;
	&amp;lt;displayPriority&amp;gt;2000&amp;lt;/displayPriority&amp;gt;&lt;br /&gt;
&amp;lt;/recipeMaker&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
&amp;lt;code&amp;gt;recipeUsers&amp;lt;/code&amp;gt; refers to what workbenches can create this item. Multiple things may be added.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;workSkill&amp;lt;/code&amp;gt; is a tag instructing the game what skill producing this item trains and uses.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;lt;code&amp;gt;DrugCookingSpeed&amp;lt;/code&amp;gt; tag provides what modifier affects crafting time.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;costList&amp;gt;&lt;br /&gt;
	&amp;lt;Chemfuel&amp;gt;4&amp;lt;/Chemfuel&amp;gt;&lt;br /&gt;
&amp;lt;/costList&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The ingredients required to produce one instance of this item.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;comps&amp;gt;&lt;br /&gt;
	&amp;lt;li Class=&amp;quot;CompProperties_Drug&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;listOrder&amp;gt;20&amp;lt;/listOrder&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/comps&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;allowedArchonexusCount&amp;gt;50&amp;lt;/allowedArchonexusCount&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;TutorialTableWrapper&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;TutorialCodeTable&amp;quot;&lt;br /&gt;
! XML !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;hediffClass&amp;gt;Hediff_High&amp;lt;/hediffClass&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
This defines what type of effect this is.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;defaultLabelColor&amp;gt;(1,0,0.5)&amp;lt;/defaultLabelColor&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
The color that the hediff appears as in the health tab.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;scenarioCanAdd&amp;gt;true&amp;lt;/scenarioCanAdd&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Whether custom scenarios can add this hediff as a starting effect.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;maxSeverity&amp;gt;1.0&amp;lt;/maxSeverity&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;isBad&amp;gt;false&amp;lt;/isBad&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
Whether this qualifies as a bad effect. Used by healer mech serum and resurrection mech serum in order to determine whether to remove this effect.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;comps&amp;gt;&lt;br /&gt;
	&amp;lt;li Class=&amp;quot;HediffCompProperties_SeverityPerDay&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;severityPerDay&amp;gt;-0.5&amp;lt;/severityPerDay&amp;gt;&lt;br /&gt;
		&amp;lt;showHoursToRecover&amp;gt;true&amp;lt;/showHoursToRecover&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/comps&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
&amp;lt;code&amp;gt;severityPerDay&amp;lt;/code&amp;gt; -&amp;gt; TBA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;showHoursToRecover&amp;lt;/code&amp;gt; refers to whether the health tab will show how many hours the effect has left.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;stages&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;&lt;br /&gt;
		&amp;lt;painOffset&amp;gt;-0.9&amp;lt;/painOffset&amp;gt;&lt;br /&gt;
		&amp;lt;capMods&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&lt;br /&gt;
				&amp;lt;capacity&amp;gt;Consciousness&amp;lt;/capacity&amp;gt;&lt;br /&gt;
				&amp;lt;offset&amp;gt;-0.1&amp;lt;/offset&amp;gt;&lt;br /&gt;
			&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/capMods&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/stages&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
| class=&amp;quot;TutorialCodeTable-description&amp;quot; |&lt;br /&gt;
TBA.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_a.png&amp;diff=182284</id>
		<title>File:CustomDrug Xylin a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_a.png&amp;diff=182284"/>
		<updated>2026-07-19T18:06:47Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright self}}&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_b.png&amp;diff=182283</id>
		<title>File:CustomDrug Xylin b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:CustomDrug_Xylin_b.png&amp;diff=182283"/>
		<updated>2026-07-19T18:06:12Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Custom_Drug&amp;diff=182282</id>
		<title>Modding Tutorials/Custom Drug</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Custom_Drug&amp;diff=182282"/>
		<updated>2026-07-20T18:20:02Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: Created page with &amp;quot;{{DISPLAYTITLE:Custom Drug}} {{BackToTutorials}} In this simple RimWorld tutorial, we will create a custom drug, complete with its own hediff and sprite.  == Goals == In this...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Custom Drug}}&lt;br /&gt;
{{BackToTutorials}}&lt;br /&gt;
In this simple RimWorld tutorial, we will create a custom drug, complete with its own hediff and sprite.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
In this tutorial you will:&lt;br /&gt;
&lt;br /&gt;
* Create [[Modding_Tutorials/ThingDef|ThingDef]]s for a '''new drug''': xylin, a potent yet addictive painkiller.&lt;br /&gt;
* Assign '''custom stackable textures''' to your new drug&lt;br /&gt;
* Create a new [[Modding_Tutorials/RecipeDef|RecipeDef]] to '''craft xylin''', yielding this new drug&lt;br /&gt;
&lt;br /&gt;
== Folder Setup ==&lt;br /&gt;
First, you will want to set up your mod folder in this order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
Mods&lt;br /&gt;
└ MyModFolder&lt;br /&gt;
  ├ About&lt;br /&gt;
  │ └ About.xml&lt;br /&gt;
  ├ Defs&lt;br /&gt;
  │ └ ThingDefs_Items&lt;br /&gt;
  │   └ ExampleItem_Xylin.xml&lt;br /&gt;
  └ Textures&lt;br /&gt;
    └ ExampleMod&lt;br /&gt;
      └ Xylin&lt;br /&gt;
        ├ Xylin_a.png&lt;br /&gt;
        └ Xylin_b.png&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== About.xml ===&lt;br /&gt;
The &amp;lt;code&amp;gt;about.xml&amp;lt;/code&amp;gt; is used to register the mod with RimWorld; the template below should act as a baseline.&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;ModMetaData&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;CustomDrug&amp;lt;/name&amp;gt;&lt;br /&gt;
    &amp;lt;author&amp;gt;YourName&amp;lt;/author&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Package IDs must be unique; RimWorld will not load two mods with the same ID. --&amp;gt;&lt;br /&gt;
    &amp;lt;packageId&amp;gt;YourName.CustomDrug&amp;lt;/packageId&amp;gt;&lt;br /&gt;
    &amp;lt;!-- Your description goes here. --&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;ExampleDescription&amp;lt;/description&amp;gt;&lt;br /&gt;
    &amp;lt;supportedVersions&amp;gt;&lt;br /&gt;
        &amp;lt;!-- This field tells RimWorld which versions of the game this mod works on. For this tutorial, we will be working with the latest update, 1.6. --&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1.6&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/supportedVersions&amp;gt;&lt;br /&gt;
&amp;lt;/ModMetaData&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sample Assets ===&lt;br /&gt;
You can use these as the example textures:&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-subtitle&amp;quot;&amp;gt;Single graphic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-text&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CustomDrug_Xylin_a.png|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-section&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-subtitle&amp;quot;&amp;gt;Full stack graphic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;TwoColumnCollapsibleLayout-text&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CustomDrug_Xylin_b.png|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
=== 1. Create drug ThingDefs ===&lt;br /&gt;
Internally, the addiction system is relatively consistent across all drugs, so we will be using the def block of [[Smokeleaf]] as a template. The XML for [[Smokeleaf]] can be found in &amp;lt;code&amp;gt;Data/Core/Defs/Drugs/Smokeleaf.xml&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After copying the def, we'll alter it to look like this:&lt;br /&gt;
&amp;lt;source&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;Defs&amp;gt;&lt;br /&gt;
	&amp;lt;ThingDef ParentName=&amp;quot;MakeableDrugBase&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;XylinDrug&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;xylin&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;Description goes here.&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;possessionCount&amp;gt;5&amp;lt;/possessionCount&amp;gt;&lt;br /&gt;
		&amp;lt;descriptionHyperlinks&amp;gt;&lt;br /&gt;
			&amp;lt;HediffDef&amp;gt;XylinHigh&amp;lt;/HediffDef&amp;gt;&lt;br /&gt;
		&amp;lt;/descriptionHyperlinks&amp;gt;&lt;br /&gt;
		&amp;lt;graphicData&amp;gt;&lt;br /&gt;
			&amp;lt;!--path to the texture--&amp;gt;&lt;br /&gt;
			&amp;lt;texPath&amp;gt;ExampleMod/Xylin&amp;lt;/texPath&amp;gt;&lt;br /&gt;
			&amp;lt;graphicClass&amp;gt;Graphic_StackCount&amp;lt;/graphicClass&amp;gt;&lt;br /&gt;
		&amp;lt;/graphicData&amp;gt;&lt;br /&gt;
		&amp;lt;rotatable&amp;gt;false&amp;lt;/rotatable&amp;gt;&lt;br /&gt;
		&amp;lt;statBases&amp;gt;&lt;br /&gt;
			&amp;lt;WorkToMake&amp;gt;450&amp;lt;/WorkToMake&amp;gt;&lt;br /&gt;
			&amp;lt;!--sell price, before negotiator/colony disadvantage--&amp;gt;&lt;br /&gt;
			&amp;lt;MarketValue&amp;gt;16&amp;lt;/MarketValue&amp;gt;&lt;br /&gt;
			&amp;lt;Mass&amp;gt;0.05&amp;lt;/Mass&amp;gt;&lt;br /&gt;
			&amp;lt;DeteriorationRate&amp;gt;6&amp;lt;/DeteriorationRate&amp;gt;&lt;br /&gt;
			&amp;lt;Flammability&amp;gt;1.3&amp;lt;/Flammability&amp;gt;&lt;br /&gt;
		&amp;lt;/statBases&amp;gt;&lt;br /&gt;
		&amp;lt;techLevel&amp;gt;Industrial&amp;lt;/techLevel&amp;gt;&lt;br /&gt;
		&amp;lt;ingestible&amp;gt;&lt;br /&gt;
			&amp;lt;foodType&amp;gt;Plant, Fluid&amp;lt;/foodType&amp;gt;&lt;br /&gt;
			&amp;lt;!--how long it takes to inject--&amp;gt;&lt;br /&gt;
			&amp;lt;baseIngestTicks&amp;gt;80&amp;lt;/baseIngestTicks&amp;gt;&lt;br /&gt;
			&amp;lt;nurseable&amp;gt;true&amp;lt;/nurseable&amp;gt;&lt;br /&gt;
			&amp;lt;!--pawns won't take this for fun--&amp;gt;&lt;br /&gt;
			&amp;lt;drugCategory&amp;gt;Medical&amp;lt;/drugCategory&amp;gt;&lt;br /&gt;
			&amp;lt;ingestSound&amp;gt;Ingest_Inject&amp;lt;/ingestSound&amp;gt;&lt;br /&gt;
			&amp;lt;ingestEffectEat&amp;gt;EatVegetarian&amp;lt;/ingestEffectEat&amp;gt;&lt;br /&gt;
			&amp;lt;ingestHoldOffsetStanding&amp;gt;&lt;br /&gt;
				&amp;lt;northDefault&amp;gt;&lt;br /&gt;
					&amp;lt;offset&amp;gt;(0.18,0,0)&amp;lt;/offset&amp;gt;&lt;br /&gt;
				&amp;lt;/northDefault&amp;gt;&lt;br /&gt;
			&amp;lt;/ingestHoldOffsetStanding&amp;gt;&lt;br /&gt;
			&amp;lt;!--pawns won't seek out a table to inject it--&amp;gt;&lt;br /&gt;
			&amp;lt;ingestHoldUsesTable&amp;gt;false&amp;lt;/ingestHoldUsesTable&amp;gt;&lt;br /&gt;
			&amp;lt;ingestCommandString&amp;gt;Inject {0}&amp;lt;/ingestCommandString&amp;gt;&lt;br /&gt;
			&amp;lt;ingestReportString&amp;gt;Injecting {0}.&amp;lt;/ingestReportString&amp;gt;&lt;br /&gt;
			&amp;lt;ingestReportStringEat&amp;gt;Consuming {0}.&amp;lt;/ingestReportStringEat&amp;gt;&lt;br /&gt;
			&amp;lt;!--pawns w/ a broken jaw or the like won't take hours to inject it--&amp;gt;&lt;br /&gt;
			&amp;lt;useEatingSpeedStat&amp;gt;false&amp;lt;/useEatingSpeedStat&amp;gt;&lt;br /&gt;
			&amp;lt;outcomeDoers&amp;gt;&lt;br /&gt;
				&amp;lt;li Class=&amp;quot;IngestionOutcomeDoer_GiveHediff&amp;quot;&amp;gt;&lt;br /&gt;
					&amp;lt;hediffDef&amp;gt;XylinHigh&amp;lt;/hediffDef&amp;gt;&lt;br /&gt;
					&amp;lt;!--gives a full high--&amp;gt;&lt;br /&gt;
					&amp;lt;severity&amp;gt;1.0&amp;lt;/severity&amp;gt;&lt;br /&gt;
				&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;!--no tolerance--&amp;gt;&lt;br /&gt;
			&amp;lt;/outcomeDoers&amp;gt;&lt;br /&gt;
		&amp;lt;/ingestible&amp;gt;&lt;br /&gt;
		&amp;lt;!--RimWorld makes a recipe for us--&amp;gt;&lt;br /&gt;
		&amp;lt;recipeMaker&amp;gt;&lt;br /&gt;
			&amp;lt;recipeUsers&amp;gt;&lt;br /&gt;
				&amp;lt;!--the places this drug can be crafted at--&amp;gt;&lt;br /&gt;
				&amp;lt;li&amp;gt;DrugLab&amp;lt;/li&amp;gt;&lt;br /&gt;
			&amp;lt;/recipeUsers&amp;gt;&lt;br /&gt;
			&amp;lt;workSpeedStat&amp;gt;DrugCookingSpeed&amp;lt;/workSpeedStat&amp;gt;&lt;br /&gt;
			&amp;lt;workSkill&amp;gt;Cooking&amp;lt;/workSkill&amp;gt;&lt;br /&gt;
			&amp;lt;!-- how high up it appears in the menu--&amp;gt;&lt;br /&gt;
			&amp;lt;displayPriority&amp;gt;2000&amp;lt;/displayPriority&amp;gt;&lt;br /&gt;
		&amp;lt;/recipeMaker&amp;gt;&lt;br /&gt;
		&amp;lt;costList&amp;gt;&lt;br /&gt;
			&amp;lt;!--stuff required to produce it--&amp;gt;&lt;br /&gt;
			&amp;lt;Chemfuel&amp;gt;4&amp;lt;/Chemfuel&amp;gt;&lt;br /&gt;
		&amp;lt;/costList&amp;gt;&lt;br /&gt;
		&amp;lt;comps&amp;gt;&lt;br /&gt;
			&amp;lt;li Class=&amp;quot;CompProperties_Drug&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;!--no addiction--&amp;gt;&lt;br /&gt;
				&amp;lt;listOrder&amp;gt;20&amp;lt;/listOrder&amp;gt;&lt;br /&gt;
			&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/comps&amp;gt;&lt;br /&gt;
		&amp;lt;allowedArchonexusCount&amp;gt;50&amp;lt;/allowedArchonexusCount&amp;gt;&lt;br /&gt;
	&amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
	&amp;lt;HediffDef&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;XylinHigh&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;high on xylin&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;labelNoun&amp;gt;a xylin high&amp;lt;/labelNoun&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;Xylin's active chemical in the bloodstream. Dulls pain.&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;hediffClass&amp;gt;Hediff_High&amp;lt;/hediffClass&amp;gt;&lt;br /&gt;
		&amp;lt;defaultLabelColor&amp;gt;(1,0,0.5)&amp;lt;/defaultLabelColor&amp;gt;&lt;br /&gt;
		&amp;lt;scenarioCanAdd&amp;gt;true&amp;lt;/scenarioCanAdd&amp;gt;&lt;br /&gt;
		&amp;lt;maxSeverity&amp;gt;1.0&amp;lt;/maxSeverity&amp;gt;&lt;br /&gt;
		&amp;lt;isBad&amp;gt;false&amp;lt;/isBad&amp;gt;&lt;br /&gt;
		&amp;lt;comps&amp;gt;&lt;br /&gt;
			&amp;lt;li Class=&amp;quot;HediffCompProperties_SeverityPerDay&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;!--lasts 2 days--&amp;gt;&lt;br /&gt;
				&amp;lt;severityPerDay&amp;gt;-0.5&amp;lt;/severityPerDay&amp;gt;&lt;br /&gt;
				&amp;lt;showHoursToRecover&amp;gt;true&amp;lt;/showHoursToRecover&amp;gt;&lt;br /&gt;
			&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/comps&amp;gt;&lt;br /&gt;
		&amp;lt;stages&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&lt;br /&gt;
				&amp;lt;!--10% pain--&amp;gt;&lt;br /&gt;
				&amp;lt;painOffset&amp;gt;-0.9&amp;lt;/painOffset&amp;gt;&lt;br /&gt;
				&amp;lt;capMods&amp;gt;&lt;br /&gt;
					&amp;lt;li&amp;gt;&lt;br /&gt;
						&amp;lt;!--90% consciousness--&amp;gt;&lt;br /&gt;
						&amp;lt;capacity&amp;gt;Consciousness&amp;lt;/capacity&amp;gt;&lt;br /&gt;
						&amp;lt;offset&amp;gt;-0.1&amp;lt;/offset&amp;gt;&lt;br /&gt;
					&amp;lt;/li&amp;gt;&lt;br /&gt;
				&amp;lt;/capMods&amp;gt;&lt;br /&gt;
			&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/stages&amp;gt;&lt;br /&gt;
	&amp;lt;/HediffDef&amp;gt;&lt;br /&gt;
&amp;lt;/Defs&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zi3ul6dvrya2yyis&amp;topic_postId=zi7dfxxk9585opqc&amp;topic_revId=zi7dfxxk9585opqc&amp;action=single-view</id>
		<title>Topic:Zi3ul6dvrya2yyis</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zi3ul6dvrya2yyis&amp;topic_postId=zi7dfxxk9585opqc&amp;topic_revId=zi7dfxxk9585opqc&amp;action=single-view"/>
		<updated>2026-07-22T17:53:37Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Lily-cdev&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Lily-cdev (page does not exist)&quot;&gt;&lt;bdi&gt;Lily-cdev&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Lily-cdev&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Lily-cdev&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Lily-cdev&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Lily-cdev&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:Zi3ul6dvrya2yyis&amp;amp;topic_showPostId=zi7dfxxk9585opqc#flow-post-zi7dfxxk9585opqc&quot;&gt;commented&lt;/a&gt; on &quot;Modding tutorial submission&quot; (&lt;em&gt;joined&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tiger&amp;diff=182242</id>
		<title>Tiger</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tiger&amp;diff=182242"/>
		<updated>2026-07-20T18:19:14Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: added a bit of info to summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = General }}&lt;br /&gt;
{{Infobox main|animal &lt;br /&gt;
| name = Tiger&lt;br /&gt;
| image = Tiger east.png&lt;br /&gt;
| description = A solitary and dangerous apex predator. Tigers make quick work of their prey, using a mix of stealth and razor-sharp claws.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5.2&lt;br /&gt;
| min comfortable temperature = -8&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 450&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 130&lt;br /&gt;
| bodysize = 1.4&lt;br /&gt;
| healthscale = 1.5&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = carnivorous, ovivorous&lt;br /&gt;
| leathername = panthera fur&lt;br /&gt;
| wildness = 0.9&lt;br /&gt;
| manhuntertame = 0.5&lt;br /&gt;
| manhunter = 0.75&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| specialtrainables = attack target&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 13&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
| attack1dmg = 11&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 11&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 1.5&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 16&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_tropicalrainforest = 0.05&lt;br /&gt;
| livesin_tropicalswamp = 0.05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{PAGENAME}}s are not pen animals, and must have their tameness periodically upkept by a [[Work #Handle|handler]] of skill at or above 9.&lt;br /&gt;
&lt;br /&gt;
=== Diet ===&lt;br /&gt;
Can eat raw meat, corpses, all animal products, meals, all processed foods, and kibble.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Tigers can be used for either hauling or as an attack animal. They are slightly more wild than [[panther]] and [[cougar]], meaning they will require more training; however, they are slightly faster, have more health, and produce half the [[filth]]. Biggest issue is actually recruiting them as they are more aggressive and 3 times less likely to appear compared to [[panther]].&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tiger east.png|Facing east&lt;br /&gt;
Tiger north.png|Facing north &lt;br /&gt;
Tiger south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Tiger east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Tiger north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Tiger south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hemopump&amp;diff=182241</id>
		<title>Hemopump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hemopump&amp;diff=182241"/>
		<updated>2026-07-20T18:35:10Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: did some testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Hemopump&lt;br /&gt;
| image = Hemopump south.png&lt;br /&gt;
| description = This blood-refining pump increases the amount of hemogen a deathresting person can store in their body. It must be connected to a deathrest casket to function. This building needs to consume hemogen to function.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -100&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Deathrest&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 5000 &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100 &lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| resource 3 = Hemogen pack&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| fuel filter = Hemogen pack&lt;br /&gt;
| fuel capacity = 5&lt;br /&gt;
| fuel consumption rate = 0.5 &amp;lt;!-- Empty in one year --&amp;gt;&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| auto refuel percent = 0.05 &amp;lt;!-- 5% --&amp;gt;&lt;br /&gt;
| room role = Deathrest chamber&lt;br /&gt;
}}&lt;br /&gt;
The '''hemopump''' is a [[deathrest building]] added by the [[Biotech DLC]] that allows [[Hemogenic]] [[deathrest]]ers to store more [[hemogen]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason = 1) What happens if turned off/runs out of fuel/destroyed/etc part way through deathrest? 2) When does the buff end? When they start deathresting again, by choice or forced into it by low need?}}&lt;br /&gt;
{{Deathrest Building Note}}&lt;br /&gt;
&lt;br /&gt;
If the deathrest is completed without interuption, the hemopump increases the amount of [[Hemogen]] the deathresting pawn can store by {{+|25}} until the next deathrest. A [[hemogenic]] pawn can store 100 hemogen before modifiers. The bonus will be lost if the [[Genes#Deathrest|deathrest gene]] is removed from the pawn.&lt;br /&gt;
&lt;br /&gt;
If the hemopump is destroyed while the subject is undergoing deathrest, its bonus will not be applied. However, if the hemopump runs out of blood, the buff will still be applied, so long as said hemopump was active and fueled for more than 75% of the deathrest's duration.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hemopumps increase the amount of Hemogen a [[Hemogenic]] pawn can store, allowing more uses of their [[Genes#Hemogen|abilities]] before needing to [[Bloodfeeder|bloodfeed]] or consume a [[hemogen pack]]. Most of these abilities are related to combat. &lt;br /&gt;
&lt;br /&gt;
How useful this is will depend on playstyle, but the boost is modest either way. Getting a few more uses of abilities like Coagulate may be useful, but pawns already have a high capacity for Hemogen. The starting capacity is 100, and the most expensive ability is only 20 Hemogen, so a pawn must be using 80 Hemogen between refills to warrant using hemopumps. Usually, [[glucosoid pump|increasing move speed]] or [[deathrest accelerator|decreasing deathrest time]] are stronger buffs and thus the priority. Once those options at capacity, then an extra coagulate or five extra longjumps can be a useful addition, allowing sanguophages to rapidly traverse even large maps with long jump and still have sufficient hemogen to expend at the destination.  &lt;br /&gt;
&lt;br /&gt;
Hemopumps are one of [[hemogen amplifier|two]] deathrest buildings without a connection cap. If a pawn has a high building capacity, and the other buildings have reached their maximum, you might as well use one. It has a small niche for long [[caravan]]s, extending the time where [[conceited noble]]{{RoyaltyIcon}} pawns with [[Hemogen drain]] can last without bloodfeeding or facing penalties from eating [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
As with all other deathrest machines, these cost a non-negligible amount of steel and components. Consider holding off on building them until you are more well established and are able to produce steel and components reliably with [[deep drill]]s and [[fabrication bench]]es.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
'''Images'''&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hemopump south.png|Facing South&lt;br /&gt;
Hemopump east.png|Facing East&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
'''Audio'''&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hemopump Working Start.wav|Working Start&lt;br /&gt;
Hemopump Working Loop.wav|Working Loop&lt;br /&gt;
Hemopump Working Stop.wav|Working Stop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Deathrest buildings use hemogen when not in use.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest bonuses are not removed if deathrest gene is removed.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Hemogen wasted when refueling deathrest buildings.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182169</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cyclops&amp;diff=182169"/>
		<updated>2026-07-17T15:06:17Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: added a missing period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Cyclops&lt;br /&gt;
| image = Cyclops Ancient east.png&lt;br /&gt;
| description = A front-line combat mechanoid named for its large optical array. The cyclops specializes in counter-shield attacks. It takes a long time to lock onto a target, but once locked on, it fires a near endless barrage of shield-piercing beams.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| marketvalue = 1170&lt;br /&gt;
| combatPower = 110&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| bandwidth cost = 2&lt;br /&gt;
| healthscale = 0.9&lt;br /&gt;
| bodysize =  1&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| weaponTags = WeaponBeamRepeater&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 40&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 5&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Cyclopes'''&amp;lt;!--Cyclopes is the correct plural both in game, and in real life, do not &amp;quot;correct&amp;quot;--&amp;gt; a type of [[mechanoid]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly cyclopes can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect medium mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||50}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}}&lt;br /&gt;
&lt;br /&gt;
Dead cyclopes may be shredded at a [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]], though these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]] as well as any missing parts on the cyclops.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control{{BiotechIcon}} require power: cyclopes use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for 1% power / day, without pollution. They recharge in a [[large mech recharger]] (400W), for 50% power/day, creating 10 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Cyclopes march into position towards the front lines with their moderately short range until they have a clear line of sight with a pawn or turret, and will then fire their weapon. If their target is downed, they will keep firing until all shots of the burst were shot, meaning a downed entity could take a few extra hits after being downed. The Cyclopes will, however, stop shooting immediately if their target is destroyed or killed, if their target leaves their range, or if their line of sight is blocked.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Cyclopes are always equipped with a [[beam repeater]] of Normal [[quality]], which they do not drop upon death. See the [[beam repeater]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Cyclopes have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== As an enemy ===&lt;br /&gt;
Alone, a Cyclops doesn't pose much of a threat. Its very long aiming time of {{Ticks|{{Q|Beam repeater|Aiming Time Base}}}} and cooldown of {{Ticks|{{Q|Beam repeater|Ranged Cooldown Base}}}} mean a pawn wielding a regular firearm such as a [[heavy SMG]], an [[assault rifle]], or any gun with a relatively short shooting cycle has the time to fire and leave the Cyclops' range before it can fire on your pawns, making it an easy target to kite.&lt;br /&gt;
&lt;br /&gt;
In a group of mechanoids, or if kiting is not possible, a single burst of a Cyclops can cause tremendous damage and pain to pawns that do not have reliable armor against heat attacks or cover, adding 6% pain for every wound. Since Cyclopes are not as inaccurate as [[centipede]]s, they are more than capable of downing an unprotected pawn in a single burst of their beam repeater. Their health, being the same as a [[Pikeman]]'s, combined with their shorter reach make Cyclopes relatively frail and easy to take down.&lt;br /&gt;
&lt;br /&gt;
Should you encounter Cyclopes, consider kiting them if possible, take cover, and take them down before they get in a troublesome position. If you do not allow them to fire, they pose little threat to your pawns.&lt;br /&gt;
&lt;br /&gt;
Uniquely, the beam repeater dealing less damage to buildings may give them trouble when taking down turrets is required, as they only deal 40% of their usual damage on passable structures.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Ally analysis inadequate}}&lt;br /&gt;
The Cyclops' weapon is identical to the human-equippable [[beam repeater]], which is favorable against humans equipped with heavy armor and shields. However, it is ineffective against hostile mechanoids. Might be preferred when fighting against spacer enemies such as the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Cyclops}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table|weapon=Beam repeater}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The cyclops, Polyphemus, plays a pivotal role in Homer's Odyssey, the epic of ancient Greek literature from which the name of the DLC that added this mechanoid comes.&lt;br /&gt;
* Despite the name of this mechanoid, cyclopes still have two eyes or &amp;quot;sight sensors&amp;quot;.&lt;br /&gt;
** Additionally, every light mechanoid ([[Militor]]s,{{BiotechIcon}} [[Lifter]]s,{{BiotechIcon}} [[Constructoid]]s,{{BiotechIcon}} [[Fabricor]]s,{{BiotechIcon}} [[Agrihand]]s,{{BiotechIcon}} [[Cleansweeper]]s,{{BiotechIcon}} [[War urchin]]s,{{BiotechIcon}} and [[Paramedic]]s{{BiotechIcon}}) only have one sight sensor.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_east.png| Age 0-99 Cyclops facing east&lt;br /&gt;
Cyclops_north.png| Age 0-99 Cyclops facing north&lt;br /&gt;
Cyclops_south.png| Age 0-99 Cyclops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cyclops_Ancient_east.png| Age 100+ Cylcops facing east&lt;br /&gt;
Cyclops_Ancient_north.png| Age 100+ Cylcops facing north&lt;br /&gt;
Cyclops_Ancient_south.png| Age 100+ Cylcops facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Party_spot&amp;diff=180514</id>
		<title>Party spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Party_spot&amp;diff=180514"/>
		<updated>2026-05-17T16:53:13Z</updated>

		<summary type="html">&lt;p&gt;Lily-cdev: started the analysis section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|misc|&lt;br /&gt;
| name = Party spot&lt;br /&gt;
| image = Party spot.png&lt;br /&gt;
| description = Designates a spot for throwing parties.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Party spots''' are used to designated a place for [[Events#Party|parties]] to be held.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Party spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=How does a party spot get selected - does it take priority over all social point options, how does it get selected if there are mumtiple spots etc}}&lt;br /&gt;
A party spot is set to decide where [[colonist]]s have [[Events#Party|parties]]. More than one party spot can be placed, however only one is actually active (i.e. colonists throw parties only around one of the spots).&lt;br /&gt;
&lt;br /&gt;
Party spots are particularly useful when lots of your colonists are [[Hospital bed|hospitalized]]. Having colonists in [[bed]] near a party still counts as attending the party, therefore even immobilized colonists can stay sane. Unfortunately there is no way to predict them or to reliably get parties started.&lt;br /&gt;
&lt;br /&gt;
[[Titles#Bestowing_ceremony|Bestowing ceremonies]] {{RoyaltyIcon}} are also performed here if they do not require a throne room and none is assigned to the pawn to be bestowed upon.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing Analysis}}&lt;br /&gt;
Party spots may be used to ensure that colonists have easy access to [[social drugs]] and [[meals]] during the festivities.&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Lily-cdev</name></author>
	</entry>
</feed>