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		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=178263</id>
		<title>Research</title>
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		<updated>2026-03-28T15:35:38Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Hunter drones unlocks hunter traps not heavy bridge&lt;/p&gt;
&lt;hr /&gt;
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'''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 (plant)|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 [[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 tuned 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;
| [[#Basic gravtech|Basic 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::Hunter drones]] | 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 [[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;
! Advanced gravtech {{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 extraction&amp;quot;&lt;br /&gt;
!Bioferrite extraction {{AnomalyIcon}}&lt;br /&gt;
|Extract [[Bioferrite|bioferrite]] directly from captured [[Entities|entities]]. Use it to craft weapons and apparel at a crafting spot or [[Bioferrite shaper]].&lt;br /&gt;
| 5&lt;br /&gt;
|None&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 extraction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}&lt;br /&gt;
|- id=&amp;quot;Bioferrite harvesting&amp;quot;&lt;br /&gt;
! Bioferrite harvester {{AnomalyIcon}}&lt;br /&gt;
| Build bioferrite harvesters that automatically extract [[Bioferrite|bioferrite]] from captured [[Entities|entities]]. Produces more [[Bioferrite|bioferrite]] then manual extraction.&lt;br /&gt;
| 10&lt;br /&gt;
| [[#Electricity|Electricity]]&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::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 extraction|Bioferrite extraction]]&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 extraction|Bioferrite extraction]]&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 extraction|Bioferrite extraction]]&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 extraction|Bioferrite extraction]]&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 extraction|Bioferrite extraction]]&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>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Extreme_Desert_Guide&amp;diff=174577</id>
		<title>Extreme Desert Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Extreme_Desert_Guide&amp;diff=174577"/>
		<updated>2026-01-31T02:24:33Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Fix outdated advice regarding fishing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This guide details how to survive in one of the most hostile environments in Rimworld - an extreme desert.&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
Extreme deserts are even hotter than regular deserts. Temperatures can be high enough to cause heatstroke for colonists who are not dressed for hot weather.&lt;br /&gt;
&lt;br /&gt;
In an extreme desert plants are scarce and there is a lack of fertile soil to grow plants in. While there are small patches of arable land in normal deserts, in extreme deserts the only available soils are gravel patches.&lt;br /&gt;
&lt;br /&gt;
== Starting area ==&lt;br /&gt;
It is important to consider the terrain of your extreme desert. The main two options are flat maps and hilly/mountainous maps.&lt;br /&gt;
* Flat maps will have growing zones scattered randomly across the map, while high-altitude maps will mostly place growing areas at the foot of the mountains. This means that on a flat map it may be possible to centralize your colony, while on a high-altitude map your growers will have to travel further.&lt;br /&gt;
* Flat maps will have more animals like Dromedaries, Fennec foxes, and Iguanas. Foxes will be the only threat present when hunting. There may also be some Megascarab on the map which, while slow, can cause a lot of damage to your colonists, so it is important to take care of them early on.&lt;br /&gt;
&lt;br /&gt;
A flat map near the sea will have less area available for building. However, the water can be used for fishing with the [[Odyssey]]{{OdysseyIcon}} DLC, which is especially useful early game.&lt;br /&gt;
&lt;br /&gt;
==  Lost Tribe ==&lt;br /&gt;
: ''Main Article:'' [[Scenario system#Lost Tribe|Scenario system - Lost tribe]]&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Extreme desert mountainous growing zones.png|'''Extreme desert mountainous growing zones layout'''&lt;br /&gt;
File:Extreme desert flat growing zones.png|'''Extreme desert flat growing zones layout'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Find and claim an intact structure that can fit five characters. The starting wood should be reserved for doors and [[cooler]]s only.&lt;br /&gt;
* Prioritize mining and crafting. It is important to conserve materials therefore place all production benches inside one large room.&lt;br /&gt;
* Hunting will be one of the main food sources at the beginning since the starter pemmican will run out quickly. Hunt everything on the map and build a butchers table. Harvest any agave and other resources on the map. Starter animals can also be a source of food. &lt;br /&gt;
* Immediately start growing rice at the beginning.&lt;br /&gt;
* Only build essential production benches such as a stonecutting bench and a butchering bench. Try to use steel that can be found on the map instead of the starter wood.&lt;br /&gt;
* At the beginning feed your colonists raw food until you research electricity.&lt;br /&gt;
* If there is a heatwave build passive coolers. This is the reason wood needs to conserved since a heatwave can easily wipe out your entire colony.&lt;br /&gt;
* Using a tailor bench, craft cowboy hats and dusters as soon as you can from leather, and later on once you have a good supply of food, from cotton you have planted.&lt;br /&gt;
* Research: If playing on a flat map, stonecutting will be important to allow you to build more walls. If playing on a mountainous maps, it is possible to build a colony inside the mountain and start researching electricity first.&lt;br /&gt;
*The very first [[Events#Visitors|visitor]] will be your savior as will be bringing some pemmican, but with just 200 starter silver, you can only buy about 55 units which isn't much or 60 if selling the spare weapon.&lt;br /&gt;
* Saguaro cactus can now be grown by characters with Plants skill level 6, those placed on gravel will reach maturity fast. The process is slow but rewarding with just above five to ten units of wood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Saguaro cactus can now be planted.png|400px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
Immediately start growing rice or you won't make it past a week. Rice is not a good choice of crop in poor soil, but they grow fast. Once you have decent food stocks, replace this with potatoes as they perform better in poor soil.&lt;br /&gt;
&lt;br /&gt;
Somewhere around your fifth day, your colony will have no food available at all and your only chances for survival will be opening an [[ancient shrine]] and hope there is at least one hive that has a [[spelopede]] or [[megaspider]] to hunt. These creatures will chase any intruder up to some 30 tiles away from their hive so they won't chase you forever, but they are very fast. Since you only start with two short bows and a bundle of pila, it is still possible to hunt without harm but will require good concentration and familiar tactic knowledge of kitting. To kite, means having a fast bait run towards a direction where nobody else is, while at the same time, the others shoot at the chasing creature. Use the Plan grid to draw their attack range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ancient structure opening purely for survival.png|'''Opening ancient structure purely for survival'''&lt;br /&gt;
File:Hive guardians persuit range 30 tiles plan grid.png|'''Hive guardians pursuit range of 30 tiles'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are lucky, the same moment you need to open the ancient shrine will coincide with the timing of your first [[Event#Wanderer joins .2F .28relationship.29|newcomer]] who might be better equipped to hunt, most likely a pistol. Which means you can go to up a max of four hunters. One more mouth to feed but safer hunting. The newcomer may likely as well arrive with some packaged survival meal, but it won't be enough for more than a day.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]] will start spawning, which will become another nutritional source, and this one never rots. But, hives will live so long as there is a guardian keeping maintenance, and if you kill them all, they will stop producing jelly. Soon after, by the time you might be picking them up. [[Glow pod]]s will appear too, replacing torch lamps. It is possible to sneak in every night and steal the jelly as a steady source of food. While not risk free, this avoids killing them which both can be dangerous and removes a potential food source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Events#Herd migration: .28Animal.29|Animal herds]] may also help you survive from starvation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check your rice plantation periodically, as the plant can be harvested as early as 66% growth. While it may not yield much food, it's still better than nothing.&lt;br /&gt;
&lt;br /&gt;
Check on the few agaves, they may be ready for harvest by now.&lt;br /&gt;
&lt;br /&gt;
Check if any other life form has ventured to your territory.&lt;br /&gt;
&lt;br /&gt;
Reached your first 100% ready harvest? Congratulations, you made it!&lt;br /&gt;
&lt;br /&gt;
[[File:Managed to reach your first 100 percent harvest ready means you made it.png|800px|thumb|center|Managed to reach your first 100% harvest ready means you made it!!!]]&lt;br /&gt;
&lt;br /&gt;
== Gathering materials ==&lt;br /&gt;
[[File:Early defense.png|thumb|Stone lined up as primitive 1st line of defense]]&lt;br /&gt;
Due to the lack of trees, instead of using wood (Saguaro cactus provide merely 13 wood), it is best to build with steel as there's abundance in comparison, so it is wise to start mining this resource before you need them. Later on after researching stonecutting, you can upgrade to stone. This also means that you can already start hauling stone chucks from before construction the stonecutting bench, so that once you can start producing stone blocks all the raws are gathered close and not still scattered across the map. While doing this, use the dumping zones to line them up as your most primitive line of defense.&lt;br /&gt;
&lt;br /&gt;
Those in high elevation areas should start caving in. During this process you may likely strike other minerals, which are slower to mine. But their empty space will do better for laying out a proper cave system, otherwise you will find yourself mining too much when going after said minerals gaining more work afterwards with the increasing need to build walls where those minerals were located to avoid mountain roof collapse.&lt;br /&gt;
&lt;br /&gt;
Remember that ancient shrine? That room can also be used to build more facilities.&lt;br /&gt;
&lt;br /&gt;
== Continuing research ==&lt;br /&gt;
Did you notice winter temperature is around 30 Celsius? Imagine peak summer time. Double time on research to get electricity. Lucky if you have a night owl in the team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summer ==&lt;br /&gt;
&lt;br /&gt;
Summer is going to start soon, and while the season itself is not a threat, [[Events#Heat Wave|heat wave]] is as it rises temperature up to 60 degrees Celsius. You will need to build [[passive cooler]]s which require 50 wood each so that your colony doesn't die of heatstroke. Any temperature below 30 degrees Celsius will allow your people to recover at night.&lt;br /&gt;
&lt;br /&gt;
== Base relocation or upgrade ==&lt;br /&gt;
After you have gone past your first heatwave, it's time to make life more comfortable so that none of your people are psychologically nor emotionally disturbed. Try to make the most of the whole map with as less effort as possible. And the rest it's up to you. Good luck!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ancient structure converted into primitive private rooms.png|'''Ancient structure converted into primitive private rooms.'''&lt;br /&gt;
File:Base relocation close to six geysers.png|'''Base relocation close to six geysers.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=172133</id>
		<title>Toxic Environment Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=172133"/>
		<updated>2025-11-20T10:42:32Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added vulture to animal list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recode|reason=Check that every psge has the correct tox environment resistance set, then automate a collapsable (default to collapsed) table of the default tox environment resists. There's getting to be too many to describe in normal text body.}}&lt;br /&gt;
{{Stub|reason=Descriptions with and without Biotech}}{{See also|Toxic Resistance}}{{Stat&lt;br /&gt;
| def name = ToxicEnvironmentResistance&lt;br /&gt;
| label = toxic environment resistance&lt;br /&gt;
| description = How resistant this creature is to the effects of environmental toxins. This protects against [[toxic fallout]] and [[rot stink]] exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Thus, a pawn with a 50% toxic environment resistance would take half the [[toxic buildup]] severity increase tox gas or half the rot stink severity from corpses, but would take all the toxic build-up from a [[cobra]]'s bite. A pawn with 50% [[Toxic Resistance]] would instead take half the toxic buildup from both the tox gas and the cobra's bite, but would take all the rot stink severity.  &lt;br /&gt;
&lt;br /&gt;
[[Human]]s and most creatures have a base value of 0% resistance. The following exceptions apply:&lt;br /&gt;
* [[Waste rat]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Toxalope]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Bog hound]]:{{OdysseyIcon}} 100%&lt;br /&gt;
* [[Monitor lizard]]:{{OdysseyIcon}} 95%&lt;br /&gt;
* [[Vulture]]:{{OdysseyIcon}} 90%&lt;br /&gt;
* [[Boomalope]]: 90%&lt;br /&gt;
* [[Rat]]: 90%&lt;br /&gt;
* [[Boomrat]]: 90%&lt;br /&gt;
* [[Raccoon]]: 80%&lt;br /&gt;
* [[Iguana]]: 95%&lt;br /&gt;
* [[Warg]]: 80%&lt;br /&gt;
* All [[Insectoids]]: 80%&lt;br /&gt;
* All [[Mechanoids]]: 100%&lt;br /&gt;
&lt;br /&gt;
Note that this is in addition to any toxic resistance they may have.&lt;br /&gt;
&lt;br /&gt;
Also note that many references to the resistance are keyed to the [[Biotech DLC]] being present, despite the stat being defined in Core. It is currently unclear what the effect of this is.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Toxic Environment Resistance&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Toxic Environment Resistance::+]]&lt;br /&gt;
| ?Toxic Environment Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Partial antitoxic lungs]] gene:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Total antitoxic lungs]] gene:{{BiotechIcon}} {{+|100%}}&lt;br /&gt;
* [[Detoxifier lung]]:{{BiotechIcon}} {{+|60%}}&lt;br /&gt;
* [[Fleshmass lung]]:{{AnomalyIcon}} {{+|30%}}&lt;br /&gt;
* [[Gas mask]]:{{BiotechIcon}} {{+|80%}}&lt;br /&gt;
* [[Face mask]]:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Veil]]: {{+|35%}}&lt;br /&gt;
* [[Prestige robe]]: {{RoyaltyIcon}} {{+|20%}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_01}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Toxic Environment Resistance&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;ToxicEnvironmentResistance&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;toxic environment resistance&lt;br /&gt;
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Default Base Value:''' {{%|0}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Max Value:''' {{%|1}}&lt;br /&gt;
| -&lt;br /&gt;
| 3450&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=172130</id>
		<title>Toxic Environment Resistance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_Environment_Resistance&amp;diff=172130"/>
		<updated>2025-11-20T10:27:59Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added Odyssey animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recode|reason=Check that every psge has the correct tox environment resistance set, then automate a collapsable (default to collapsed) table of the default tox environment resists. There's getting to be too many to describe in normal text body.}}&lt;br /&gt;
{{Stub|reason=Descriptions with and without Biotech}}{{See also|Toxic Resistance}}{{Stat&lt;br /&gt;
| def name = ToxicEnvironmentResistance&lt;br /&gt;
| label = toxic environment resistance&lt;br /&gt;
| description = How resistant this creature is to the effects of environmental toxins. This protects against [[toxic fallout]] and [[rot stink]] exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| max value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 3450&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Thus, a pawn with a 50% toxic environment resistance would take half the [[toxic buildup]] severity increase tox gas or half the rot stink severity from corpses, but would take all the toxic build-up from a [[cobra]]'s bite. A pawn with 50% [[Toxic Resistance]] would instead take half the toxic buildup from both the tox gas and the cobra's bite, but would take all the rot stink severity.  &lt;br /&gt;
&lt;br /&gt;
[[Human]]s and most creatures have a base value of 0% resistance. The following exceptions apply:&lt;br /&gt;
* [[Waste rat]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Toxalope]]:{{BiotechIcon}} 100%&lt;br /&gt;
* [[Bog hound]]:{{OdysseyIcon}} 100%&lt;br /&gt;
* [[Monitor lizard]]:{{OdysseyIcon}} 95%&lt;br /&gt;
* [[Boomalope]]: 90%&lt;br /&gt;
* [[Rat]]: 90%&lt;br /&gt;
* [[Boomrat]]: 90%&lt;br /&gt;
* [[Raccoon]]: 80%&lt;br /&gt;
* [[Iguana]]: 95%&lt;br /&gt;
* [[Warg]]: 80%&lt;br /&gt;
* All [[Insectoids]]: 80%&lt;br /&gt;
* All [[Mechanoids]]: 100%&lt;br /&gt;
&lt;br /&gt;
Note that this is in addition to any toxic resistance they may have.&lt;br /&gt;
&lt;br /&gt;
Also note that many references to the resistance are keyed to the [[Biotech DLC]] being present, despite the stat being defined in Core. It is currently unclear what the effect of this is.  &lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
=== Base ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible}}&lt;br /&gt;
! Animal!! Toxic Environment Resistance&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Toxic Environment Resistance::+]]&lt;br /&gt;
| ?Toxic Environment Resistance&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
* [[Partial antitoxic lungs]] gene:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Total antitoxic lungs]] gene:{{BiotechIcon}} {{+|100%}}&lt;br /&gt;
* [[Detoxifier lung]]:{{BiotechIcon}} {{+|60%}}&lt;br /&gt;
* [[Fleshmass lung]]:{{AnomalyIcon}} {{+|30%}}&lt;br /&gt;
* [[Gas mask]]:{{BiotechIcon}} {{+|80%}}&lt;br /&gt;
* [[Face mask]]:{{BiotechIcon}} {{+|50%}}&lt;br /&gt;
* [[Veil]]: {{+|35%}}&lt;br /&gt;
* [[Prestige robe]]: {{RoyaltyIcon}} {{+|20%}}&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT| c_01}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Toxic Environment Resistance&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;ToxicEnvironmentResistance&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;toxic environment resistance&lt;br /&gt;
| How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''To String Style:''' PercentZero&lt;br /&gt;
* '''Default Base Value:''' {{%|0}}&lt;br /&gt;
* '''Min Value:''' {{%|0}}&lt;br /&gt;
* '''Max Value:''' {{%|1}}&lt;br /&gt;
| -&lt;br /&gt;
| 3450&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raccoon&amp;diff=170840</id>
		<title>Raccoon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raccoon&amp;diff=170840"/>
		<updated>2025-10-18T16:56:11Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Foraging description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Odyssey adds foraging}}{{infobox main|animal|&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Raccoon&lt;br /&gt;
| image = Raccoon.png&lt;br /&gt;
| description = A small, hardy animal that ranges wide across forests and shrubland. It is happy to break into your garbage container, or your kitchen, to eat almost anything.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.1&lt;br /&gt;
| min comfortable temperature = -30&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| combatPower = 35&lt;br /&gt;
| bodysize = 0.4&lt;br /&gt;
| healthscale = 0.4&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.5&lt;br /&gt;
| mateMtb = 8&lt;br /&gt;
| lifespan = 8&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 3&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_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateforest_polluted = 0.25&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_temperateswamp_polluted = 0.25&lt;br /&gt;
| livesin_tropicalrainforest_polluted = 0.5&lt;br /&gt;
| livesin_tropicalswamp_polluted = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_borealforest_polluted = 0.25&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_coldbog_polluted = 0.25&lt;br /&gt;
| livesin_glacialplain = 0.5&lt;br /&gt;
| livesin_glacialplain_polluted = 0.25&lt;br /&gt;
| livesin_glowforest = 0.5&lt;br /&gt;
| livesin_glowforest_polluted = 0.5&lt;br /&gt;
| livesin_grassland = 0.5&lt;br /&gt;
| livesin_grassland_polluted = 0.5&lt;br /&gt;
| livesin_scarlands = 0.5&lt;br /&gt;
| livesin_scarlands_polluted = 0.5&lt;br /&gt;
}}{{info|The '''raccoon''' is a small ground mammal which scavenges for most of its food.}}&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;
== Summary ==&lt;br /&gt;
Raccoons have 80% [[Toxic Environment Resistance]] rendering them highly resistant to environmental effects such as [[rot stink]], as well as [[toxic buildup]] from non-attack sources.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Raccoons are mostly there as small [[manhunter]] threats for your small manhunter events. For the first manhunter event in the game, raccoons are about the largest animal you'll get. They can also appear in the low end of [[caravan]] ambushes, or in the [[Quests#Noble wimp|Noble wimp]]{{RoyaltyIcon}} quest. During the winter, raccoons will often eat any of your exposed food you have available.&lt;br /&gt;
&lt;br /&gt;
As hunting game, they yield about 50% more meat and leather than the smallest RimWorld animals (the [[hare]], [[squirrel]], and [[rat]]), but they still offer meager amounts of both. Prioritize other animals unless have nothing else to hunt or want a relatively safe target for [[training]] [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
As tamed animals, raccoons offer practically no niche. They gestate slower and lose tameness faster than [[rat]]s. Rats are also omnivorous grazers. You can find rats in every [[biome]] that raccoons appear in, and rats are more common than raccoons. As bait animals, rats are harder to hit due to their smaller body size, reproduce faster, and eat less.&lt;br /&gt;
&lt;br /&gt;
Raccoons consume 0.32 nutrition a day and can only forage for 0.24. This means that unlike [[pig]]s, foraging will not fully offset their hunger.&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Forager !! Forage Nutrition per day&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon || .24&lt;br /&gt;
|-&lt;br /&gt;
| Pig  || 1.02&lt;br /&gt;
|-&lt;br /&gt;
| Wild Boar || .51&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 10 Plants Skill Pawn || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Forage': “The animal will occasionally find [[berries]], mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Raccoon east.png|Facing east&lt;br /&gt;
Raccoon north.png|Facing north&lt;br /&gt;
Raccoon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated raccoon east.png|Dessicated facing east&lt;br /&gt;
Dessicated Raccoon north.png|Dessicated facing north&lt;br /&gt;
Dessicated Raccoon south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Berries&amp;diff=170839</id>
		<title>Berries</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Berries&amp;diff=170839"/>
		<updated>2025-10-18T16:33:46Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added odyssey biome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Berries&lt;br /&gt;
| image = Berries.png|Berries&lt;br /&gt;
| description = Assorted berries. Nice to eat, even when raw.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 1.2&lt;br /&gt;
| mass base = 0.027&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = RawBerries&lt;br /&gt;
| preferability = RawTasty&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| graphic path = Things/Item/Resource/PlantFoodRaw/Berries&lt;br /&gt;
| label = berries&lt;br /&gt;
| parent name = PlantFoodRawBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Food_Drop&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| sound interact = Food_Drop&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Berries''' are a vegetable [[raw food]] obtained by harvesting wild [[berry bush]]es or domesticated [[strawberry plant]]s.  Unlike most raw foods, they can be eaten raw with no [[mood]] penalty.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following plants provide berries:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Plant !! Harvest Yield &amp;lt;!--!! Yield/Day&amp;lt;br&amp;gt;(70% Fert) !! Yield/Day&amp;lt;br&amp;gt;(100% Fert) !! Yield/Day&amp;lt;br&amp;gt;(140% Fert) !! Yield/Day&amp;lt;br&amp;gt;(280% Fert)--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Harvest Product::Berries]]&lt;br /&gt;
| ?Harvest_Yield&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(70)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(100)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(140)&lt;br /&gt;
| ?Harvest_Yield_Per_Day_(280)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that only [[strawberry plant]]s can be planted. [[Berry bush]]es only spawn naturally.&lt;br /&gt;
&lt;br /&gt;
Berries can also be created by a [[berrymaker]] [[dryad]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
Berries can be foraged by a [[caravan]] when traveling through any [[biome]], other than arid shrubland, [[glowforest]]s{{OdysseyIcon}} and both deserts, in its growing season.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], berries can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, berries are classified as a vegetable.&lt;br /&gt;
&lt;br /&gt;
Unlike most raw food, eating berries directly does not result in the {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}&lt;br /&gt;
&lt;br /&gt;
Berries are also unique in that they are the only raw plant food that [[conceited noble]]s {{RoyaltyIcon}} will eat.&lt;br /&gt;
&lt;br /&gt;
Berries take {{P|Days To Start Rot Base}} days to rot without refrigeration, half that of most other vegetarian foods.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
[[Strawberry plant]]s are not particularly work or space efficient to grow, nor are they fertility-insensitive. Berries have 3 major niches:&lt;br /&gt;
* You can forage from wild [[berry bush]]es, giving you food in the very early game.&lt;br /&gt;
* Pawns automatically forage for berries inside a [[caravan]]. Foraging can supplement a caravan's existing food, and a good enough pawn can survive indefinitely off of berries.&lt;br /&gt;
* [[Berrymaker]]s{{IdeologyIcon}} are dryads and not plants. They and their requisite [[gauranlen tree]] can survive up to {{Temperature|-50}}, meaning they can &amp;quot;grow&amp;quot; food in a [[tundra]]. However, they are quite work-intensive; plants should be grown if at all possible.&lt;br /&gt;
Berries have a number of other possible niches, but these lack much application.&lt;br /&gt;
&lt;br /&gt;
They can be eaten raw without mood penalty. However, cooking food into [[meal]]s is almost always better: cooking offers increased nutrition and a decreased food poisoning chance. You could use a [[sterilizing stomach]] {{RoyaltyIcon}}, [[nuclear stomach]],{{RoyaltyIcon}}, or the [[strong stomach]] gene{{BiotechIcon}} to remove the risk of food poisoning, but it is still more efficient to cook. In addition, the only [[xenotype]] that spawns with strong stomach, the [[pigskins]], also have the [[robust digestion]] gene. While it makes raw food as nutritionally efficient as simple and fine meals, it also eliminates the mood penalty from ''all'' raw food, removing the only advantage berries have over other raw vegetarian foods.&lt;br /&gt;
&lt;br /&gt;
They can be grown in [[hydroponics basin]]s, unlike corn, and unlike potatoes, strawberries receive the full benefit from hydroponics. Compared to [[rice]], strawberries require {{Good|75%}} as much work for {{Bad|86%}} the yield per tile. While this sounds good on paper, each hydroponics basin costs a lot. Therefore, tile efficiency is usually valued more than work efficiency. In addition, this requires that you are using hydroponics at all, that outdoor farmland for growing corn/potatoes is unavailable, and that planter work is an issue at all. A moderately skilled planter (8 Plants) can handle 1 full [[sun lamp]] setup, 24 basins, with plenty of time to spare.&lt;br /&gt;
&lt;br /&gt;
===Nobles===&lt;br /&gt;
Berries can be eaten by [[conceited noble]]s, but that requires that you have nobles and that they are conceited. Even then, [[fine meal]]s are far more nutritionally efficient, and can be eaten by praetors and below. [[Lavish meal]]s are net equal on nutrition, give {{+|12}} mood, and suit any noble rank. Even a conceited, pigskin noble would be more efficiently fed by growing corn, and turning that into [[vegetarian lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
Therefore, berries only have a niche if you have a conceited noble and cannot make fine meals at all. Or, you have a conceited baron (or higher), can't make lavish meals, and aren't willing to tank the {{--|3}} from the combined ''Ate fine meal'' mood buff and ''Ate low-class food'' mood penalty but ''are'' willing to risk, or are immune to, food poisoning.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Berries old 2.png|Old sprite&lt;br /&gt;
Berries old.png|Even older sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Vegetarian]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Mmarill&amp;header_revId=yyibk7zh7fayutz8&amp;action=view-header</id>
		<title>User talk:Mmarill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Mmarill&amp;header_revId=yyibk7zh7fayutz8&amp;action=view-header"/>
		<updated>2025-09-07T10:41:02Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Mmarill&quot; class=&quot;mw-userlink&quot; title=&quot;User:Mmarill&quot;&gt;&lt;bdi&gt;Mmarill&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Mmarill&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Mmarill&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Mmarill&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Mmarill&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; created the description&lt;/span&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Agarilux&amp;diff=168877</id>
		<title>Agarilux</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Agarilux&amp;diff=168877"/>
		<updated>2025-09-07T07:31:51Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Add odyssey biome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
| name = Agarilux&lt;br /&gt;
| image = Agarilux a.png&lt;br /&gt;
| description = An enormous purple mushroom. Its size and glowing protrusions make this fungus beautiful to look at. It dies when exposed to light.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| hp = 150&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| beauty outdoors = 4&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (23, 15, 30)&lt;br /&gt;
| grow days = 60&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = raw fungus&lt;br /&gt;
| yield = 35&lt;br /&gt;
| min fertility = 0.01&lt;br /&gt;
| fertility sensitivity = 0.15&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.75&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''Agarilux''', is a wild plant that only spawns inside caves and [[glowforest]]s{{OdysseyIcon}}. It cannot be grown by the player. It has a slow grow time, and harvesting a fully grown specimen produces up to 35 [[raw fungus]]. It reproduces by spores to nearby dark areas. After a certain growth period it emits 41% light from the spot where it grows. It is immune to [[blight]].&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Agarilux a.png|Agarilux variant A&lt;br /&gt;
Agarilux b.png|Agarilux variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.5 to 0.75&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Night_rafflesia&amp;diff=168759</id>
		<title>Night rafflesia</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Night_rafflesia&amp;diff=168759"/>
		<updated>2025-09-03T17:41:23Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: More stats and description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Night naffelsia&lt;br /&gt;
| image = NightRafflesiaA.png&lt;br /&gt;
| description = A distant cousin of the giant rafflesia, this plant has adapted to thrive in dark locations. Its beauty is tempered by a strong stench of musk and rotten eggs.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| hp = 120&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = -6&lt;br /&gt;
| beauty outdoors = -6&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 170&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 0.5&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
Night rafflesia is a plant found in [[glowforest]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially.&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:NightRafflesiaA.png|Variant A&lt;br /&gt;
File:NightRafflesiaB.png|Variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thornvine&amp;diff=168758</id>
		<title>Thornvine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thornvine&amp;diff=168758"/>
		<updated>2025-09-03T17:37:54Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Basic stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Thornvine&lt;br /&gt;
| image = ThornvineF.png&lt;br /&gt;
| description = A prickly vine adapted to living in harsh conditions.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors = -5&lt;br /&gt;
| grow days = 2.5&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0.51&lt;br /&gt;
| nutrition = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;intro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially.&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ThornvineA.png|Variant A&lt;br /&gt;
File:ThornvineB.png|Variant B&lt;br /&gt;
File:ThornvineC.png|Variant C&lt;br /&gt;
File:ThornvineD.png|Variant D&lt;br /&gt;
File:ThornvineE.png|Variant E&lt;br /&gt;
File:ThornvineF.png|Variant F&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=168757</id>
		<title>Psilocap (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=168757"/>
		<updated>2025-09-03T17:34:16Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: More stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{About|the plant|the drug that it provides|Psilocap}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = PsilocapA.png&lt;br /&gt;
| description = A fungus that gives off hallucinogenic spores. Standing next to them is enough to produce mild hallucinations. Psilocaps can be harvested and ingested to produce a vivid sensory experience that increases the user's mood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 3&lt;br /&gt;
| beauty outdoors = 3&lt;br /&gt;
| grow days = 20&lt;br /&gt;
| glowradius = 5&lt;br /&gt;
| glowcolor = (50,33,145,0)&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = psilocap&lt;br /&gt;
| yield = 5&lt;br /&gt;
| min fertility = 0.01&lt;br /&gt;
| fertility sensitivity = 0.15&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Psilocaps''' are a [[plant]] that grows wild in [[glowforest]]s and yields the [[psilocap|drug]] of the same name when harvested mature.&lt;br /&gt;
&lt;br /&gt;
It cannot grow or survive in the presence of light.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PsilocapA.png|Variant A&lt;br /&gt;
File:PsilocapB.png|Variant B&lt;br /&gt;
File:PsilocapC.png|Variant C&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Night_grass&amp;diff=168756</id>
		<title>Night grass</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Night_grass&amp;diff=168756"/>
		<updated>2025-09-03T17:41:51Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Basic stats and description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Night grass&lt;br /&gt;
| image = NightgrassA.png&lt;br /&gt;
| description = A grass-like fungus that grows as part of a massive mycelium network.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 65&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| beauty = &lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 5&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 40&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0.3&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
Night grass is a plant found in [[glowforest]]s.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially.&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:NightgrassA.png|Variant A&lt;br /&gt;
File:NightgrassB.png|Variant B&lt;br /&gt;
File:NightgrassC.png|Variant C&lt;br /&gt;
File:NightgrassD.png|Variant D&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Timbershroom&amp;diff=168755</id>
		<title>Timbershroom</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Timbershroom&amp;diff=168755"/>
		<updated>2025-09-03T17:46:18Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Updated biomes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{infobox main|plant|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Timbershroom&lt;br /&gt;
| image = Timbershroom.png| Timbershroom&lt;br /&gt;
| description = A tall brown mushroom with a long stem. When harvested, it yields a wood-like substance.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 20&lt;br /&gt;
| lifespanDaysPerGrowDays = 9&lt;br /&gt;
| sow work = 4000&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.01&lt;br /&gt;
| fertility sensitivity = 0.5&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| sowTags = Ground&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_extremedesert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
'''Timbershroom''' is a [[tree]] that spawns in caves and [[glowforest]]s{{OdysseyIcon}}. Cutting them does not give a mood penalty to those with a precept against [[cutting trees]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Timbershroom is a tree that can't be planted, but spawns in caves &amp;amp;/or on Fungal gravel.&lt;br /&gt;
It may be more gainful than fibercorn, given space and '''luck'''.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;soil&amp;quot;, Fibercorn produces 0.18 wood/day of growth and Timbershroom produces 0.68 wood/day&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Timbershroom.png |Timbershroom sprite Variant A&lt;br /&gt;
TimbershroomB.png|Timbershroom sprite Variant B&lt;br /&gt;
TimbershroomC.png|Timbershroom sprite Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - can now grow wild in caves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Moved from Ideology to Core.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Willowgill&amp;diff=168754</id>
		<title>Willowgill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Willowgill&amp;diff=168754"/>
		<updated>2025-09-03T17:49:23Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Basic stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Willowgill&lt;br /&gt;
| image = WillowgillA.png&lt;br /&gt;
| description = A tall spindly slow-growing mushroom with gills that droop like a willow tree. It gives off a soft light.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| beauty = 2&lt;br /&gt;
| beauty outdoors = 2&lt;br /&gt;
| grow days = 40&lt;br /&gt;
| glowradius = 12&lt;br /&gt;
| glowcolor = (12,16,32,0)&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = 0.01&lt;br /&gt;
| fertility sensitivity = 0.5&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
}}&lt;br /&gt;
Willowgill is a light emitting plant found in [[glowforest]]s. Cutting them does not give a mood penalty to those with a precept against [[cutting trees]].&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially.&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:WillowgillA.png|Variant A&lt;br /&gt;
File:WillowgillB.png|Variant B&lt;br /&gt;
File:WillowgillC.png|Variant C&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=167633</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=167633"/>
		<updated>2025-08-17T08:01:04Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Basic stats and light description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also infobox stats. also is terraforming permanent if tree dies after?}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| grow days = 30&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| nutrition = 1.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 36&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''archean tree''' is a [[tree]] added by the [[Odyssey DLC]] that converts nearby [[terrain]] into [[rich soil]], and generates oxygen in a [[vacuum]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean trees cannot be grown in [[growing zone]]s like traditional trees, and instead require [[archean seed]]s to be planted. These seeds can be found in containers nearby to live archean trees found on asteroids, as well as in ruins on the planet surface or while fishing.&lt;br /&gt;
&lt;br /&gt;
Note that archean tree can't be replanted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=AoE in the standsrd style}}&lt;br /&gt;
{{Recode|section=1|reason=Once exact converion rate known, display/graph of time to max tiles?}}&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
It converts tiles in an expanding circle from its tile, at a rate of about 2 tiles an in-game hour.&lt;br /&gt;
&lt;br /&gt;
If enclosed in an airtight, roofed room, they will convert vacuum to a breathable atmosphere.&lt;br /&gt;
&lt;br /&gt;
Since it does not require light to grow or survive it can be planted in [[glowforest]]s or under a [[sun blocker]]{{RoyaltyIcon}}&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;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&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;
* [[Version/1.6.4543|1.6.4543]] - Archean trees no longer terraform ice.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yellow_grass&amp;diff=167288</id>
		<title>Yellow grass</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yellow_grass&amp;diff=167288"/>
		<updated>2025-08-11T20:54:37Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Add stats and description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Yellow grass&lt;br /&gt;
| image = YellowGrassA.png&lt;br /&gt;
| description = Wild grass. Grows anywhere there is a little light and minimally fertile ground.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| beauty = &lt;br /&gt;
| beauty outdoors = &lt;br /&gt;
| grow days = 2.5&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 40&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| min grow light = &lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
Yellow Grass is a plant found in [[grassland]]s{{OdysseyIcon}} and [[scarlands]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:YellowGrassA.png|Variant A&lt;br /&gt;
File:YellowGrassB.png|Variant B&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Snagroot_tree&amp;diff=167287</id>
		<title>Snagroot tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Snagroot_tree&amp;diff=167287"/>
		<updated>2025-08-11T20:21:18Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Add more stats, summary and growth info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Snagroot tree&lt;br /&gt;
| image = SnagrootA.png&lt;br /&gt;
| description = A gnarled slow-growing tree, adapted to live in toxic scarlands. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors = -5&lt;br /&gt;
| grow days = 52&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 400&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0.51&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|Snagroot trees are a plant that naturally occur in [[scarlands]]{{OdysseyIcon}}, but can't be sown in hydroponics. A mature snagroot tree yields 8 [[wood]].}}&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Snagroot trees have a base growing time of 52 days and need a minimum soil fertility of 50%. Compared to [[fibercorn]] or even [[witchwood tree]]s, Snagroot is an inferior source of wood due to its extremely long growing time, meagre yield and low fertility sensitivity.&lt;br /&gt;
Like [[witchwood tree]]s Snagroot can grow on polluted terrain.&lt;br /&gt;
&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SnagrootA.png|Variant A&lt;br /&gt;
File:SnagrootB.png|Variant B&lt;br /&gt;
File:SnagrootC.png|Variant C&lt;br /&gt;
File:SnagrootD.png|Variant D&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Mmarill&amp;diff=167286</id>
		<title>User:Mmarill</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Mmarill&amp;diff=167286"/>
		<updated>2025-08-11T20:53:07Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Created page with &amp;quot;Hello 👋&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello 👋&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=167285</id>
		<title>Psilocap (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=167285"/>
		<updated>2025-08-11T20:51:54Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added stats and description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{About|the plant|the drug that it provides|Psilocap}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = PsilocapA.png&lt;br /&gt;
| description = A fungus that gives off hallucinogenic spores. Standing next to them is enough to produce mild hallucinations. Psilocaps can be harvested and ingested to produce a vivid sensory experience that increases the user's mood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = &lt;br /&gt;
| beauty = 3&lt;br /&gt;
| beauty outdoors = 3&lt;br /&gt;
| grow days = 20&lt;br /&gt;
| glowradius = 5&lt;br /&gt;
| glowcolor = (50,33,145,0)&lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = psilocap&lt;br /&gt;
| yield = 5&lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| min grow light = &lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
Psilocaps are a plant that grows wild in [[glowforest]]s{{OdysseyIcon}} and yields 5 [[psilocap]]s when harvested mature.&lt;br /&gt;
It cannot grow or survive in the presence of light.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PsilocapA.png|Variant A&lt;br /&gt;
File:PsilocapB.png|Variant B&lt;br /&gt;
File:PsilocapC.png|Variant C&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tall_yellow_grass&amp;diff=167282</id>
		<title>Tall yellow grass</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tall_yellow_grass&amp;diff=167282"/>
		<updated>2025-08-11T20:58:02Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added stats and description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Tall yellow grass&lt;br /&gt;
| image = YellowTallGrassA.png&lt;br /&gt;
| description = Wild tall grass that grows in tough thickets. It slows down anyone moving over it.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 90&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| beauty = &lt;br /&gt;
| beauty outdoors = &lt;br /&gt;
| grow days = 3&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = 60&lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = 0.7&lt;br /&gt;
| min grow light = &lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Yellow Grass is a plant found in [[grassland]]s{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:YellowTallGrassA.png|Variant A&lt;br /&gt;
File:YellowTallGrassB.png|Variant B&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|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Night_rafflesia&amp;diff=167281</id>
		<title>Night rafflesia</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Night_rafflesia&amp;diff=167281"/>
		<updated>2025-08-11T21:00:47Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Added beauty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Night naffelsia&lt;br /&gt;
| image = NightRafflesiaA.png&lt;br /&gt;
| description = A distant cousin of the giant rafflesia, this plant has adapted to thrive in dark locations. Its beauty is tempered by a strong stench of musk and rotten eggs.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = &lt;br /&gt;
| flammability = &lt;br /&gt;
| beauty = -6&lt;br /&gt;
| beauty outdoors = -6&lt;br /&gt;
| grow days = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| min grow light = &lt;br /&gt;
| nutrition = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;intro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:NightRafflesiaA.png|Variant A&lt;br /&gt;
File:NightRafflesiaB.png|Variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Snagroot_tree&amp;diff=167250</id>
		<title>Snagroot tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Snagroot_tree&amp;diff=167250"/>
		<updated>2025-08-11T18:17:58Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Basic stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Snagroot tree&lt;br /&gt;
| image = SnagrootA.png&lt;br /&gt;
| description = A gnarled slow-growing tree, adapted to live in toxic scarlands. When harvested, it yields a meager amount of wood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 200&lt;br /&gt;
| flammability = 0.8&lt;br /&gt;
| beauty = -5&lt;br /&gt;
| beauty outdoors = -5&lt;br /&gt;
| grow days = 52&lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 8&lt;br /&gt;
| min sowing skill = 6&lt;br /&gt;
| min fertility = 0.5&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0.51&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;intro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SnagrootA.png|Variant A&lt;br /&gt;
File:SnagrootB.png|Variant B&lt;br /&gt;
File:SnagrootC.png|Variant C&lt;br /&gt;
File:SnagrootD.png|Variant D&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166815</id>
		<title>Peafowl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166815"/>
		<updated>2025-08-04T05:42:55Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Leather, flammability &amp;amp; updated price&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| name = Peacock&lt;br /&gt;
| image = PeacockMale east.png&amp;lt;!--Male is the more recognisable of the two--&amp;gt;&lt;br /&gt;
| description = Large birds with extravagant plumage. Male peacocks use their tail feathers in elaborate courtship displays.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 1&lt;br /&gt;
| eggs_avg = 1&lt;br /&gt;
| eggtime = 2&lt;br /&gt;
| eggs_unfertilized = true&lt;br /&gt;
| combatPower = 40&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.23&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = birdskin&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| roamMtb = 7&lt;br /&gt;
| trainable = none&lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
| livesin_glowforest = 0.25&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale east.png|Male facing east &lt;br /&gt;
PeacockMale north.png|Male facing north &lt;br /&gt;
PeacockMale south.png|Male facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale east.png|Female facing east &lt;br /&gt;
PeacockFemale north.png|Female facing north &lt;br /&gt;
PeacockFemale south.png|Female facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale Flying east.gif|Male flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying north.gif|Male flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying south.gif|Male flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale Flying east.gif|Female flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying north.gif|Female flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying south.gif|Female flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockMale east.png|Desiccated male facing east&lt;br /&gt;
File:Dessicated PeacockMale north.png|Desiccated male facing north&lt;br /&gt;
File:Dessicated PeacockMale south.png|Desiccated male facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockFemale east.png|Desiccated female facing east&lt;br /&gt;
File:Dessicated PeacockFemale north.png|Desiccated female facing north&lt;br /&gt;
File:Dessicated PeacockFemale south.png|Desiccated female 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>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166810</id>
		<title>Peafowl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166810"/>
		<updated>2025-08-03T08:59:27Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Temperature range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| name = Peacock&lt;br /&gt;
| image = PeacockMale east.png&amp;lt;!--Male is the more recognisable of the two--&amp;gt;&lt;br /&gt;
| description = Large birds with extravagant plumage. Male peacocks use their tail feathers in elaborate courtship displays.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| flammability = &lt;br /&gt;
| marketvalue = 120&lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 1&lt;br /&gt;
| eggs_avg = 1&lt;br /&gt;
| eggtime = 2&lt;br /&gt;
| eggs_unfertilized = true&lt;br /&gt;
| combatPower = 40&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.23&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| roamMtb = 7&lt;br /&gt;
| trainable = none&lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
| livesin_glowforest = 0.25&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale east.png|Male facing east &lt;br /&gt;
PeacockMale north.png|Male facing north &lt;br /&gt;
PeacockMale south.png|Male facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale east.png|Female facing east &lt;br /&gt;
PeacockFemale north.png|Female facing north &lt;br /&gt;
PeacockFemale south.png|Female facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale Flying east.gif|Male flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying north.gif|Male flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying south.gif|Male flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale Flying east.gif|Female flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying north.gif|Female flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying south.gif|Female flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockMale east.png|Desiccated male facing east&lt;br /&gt;
File:Dessicated PeacockMale north.png|Desiccated male facing north&lt;br /&gt;
File:Dessicated PeacockMale south.png|Desiccated male facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockFemale east.png|Desiccated female facing east&lt;br /&gt;
File:Dessicated PeacockFemale north.png|Desiccated female facing north&lt;br /&gt;
File:Dessicated PeacockFemale south.png|Desiccated female 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>Mmarill</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166772</id>
		<title>Peafowl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Peafowl&amp;diff=166772"/>
		<updated>2025-08-02T10:31:37Z</updated>

		<summary type="html">&lt;p&gt;Mmarill: Peacock stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| name = Peacock&lt;br /&gt;
| image = PeacockMale east.png&amp;lt;!--Male is the more recognisable of the two--&amp;gt;&lt;br /&gt;
| description = Large birds with extravagant plumage. Male peacocks use their tail feathers in elaborate courtship displays.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| flammability = &lt;br /&gt;
| marketvalue = 120&lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = &lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 1&lt;br /&gt;
| eggs_avg = 1&lt;br /&gt;
| eggtime = 2&lt;br /&gt;
| eggs_unfertilized = true&lt;br /&gt;
| combatPower = 40&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.23&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| roamMtb = 7&lt;br /&gt;
| trainable = none&lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
| livesin_glowforest = 0.25&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
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&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale east.png|Male facing east &lt;br /&gt;
PeacockMale north.png|Male facing north &lt;br /&gt;
PeacockMale south.png|Male facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale east.png|Female facing east &lt;br /&gt;
PeacockFemale north.png|Female facing north &lt;br /&gt;
PeacockFemale south.png|Female facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockMale Flying east.gif|Male flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying north.gif|Male flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockMale Flying south.gif|Male flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PeacockFemale Flying east.gif|Female flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying north.gif|Female flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
PeacockFemale Flying south.gif|Female flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockMale east.png|Desiccated male facing east&lt;br /&gt;
File:Dessicated PeacockMale north.png|Desiccated male facing north&lt;br /&gt;
File:Dessicated PeacockMale south.png|Desiccated male facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated PeacockFemale east.png|Desiccated female facing east&lt;br /&gt;
File:Dessicated PeacockFemale north.png|Desiccated female facing north&lt;br /&gt;
File:Dessicated PeacockFemale south.png|Desiccated female 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>Mmarill</name></author>
	</entry>
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