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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moosetwin</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moosetwin"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Moosetwin"/>
	<updated>2026-04-06T00:52:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_statue&amp;diff=162247</id>
		<title>Gray statue</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_statue&amp;diff=162247"/>
		<updated>2025-05-29T17:51:50Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: tested in a labyrinth, it was 2 cells for me in both horizontal and vertical directions, regardless of the type of statue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Gray statue &lt;br /&gt;
| description = A strange, twisted sculpture shaped into a disturbing form. It hums gently with some strange internal energy.&lt;br /&gt;
| image= GrayStatueA.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Labyrinth&lt;br /&gt;
| placeable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| useHitPoints = false&lt;br /&gt;
}}&lt;br /&gt;
'''Gray statues''' are structures added by the [[Anomaly DLC]]. They are only found within the [[Labyrinth]] and act as one-time triggers when a pawn comes nearby.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gray statues are found exclusively within the [[Labyrinth]] housed within a [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
The statues will activate when a pawn is up to 2 cells away from it, the teleport variant will teleport the affected pawn to a random location in the labyrinth, the [[deadlife dust]] variant will release a cloud of deadlife dust wich will expand to fill most of the room it is in and resurrect nearby corpses into [[shambler]]s.&lt;br /&gt;
&amp;lt;!-- in testing I found that the deadlife variant will try to generate as much dust as is necessary to almost fill the room it is in, this will fill all but the largest rooms in the labyrinth and makes determining any hard numbers difficult. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These variants are typically easy to tell apart, the teleporting variant will typically be found in an otherwise empty room and the deadlife dust variant will be surrounded by corpses{{Check Tag|Add Details|How many corpses?}}.&lt;br /&gt;
&lt;br /&gt;
Gray statues cannot be obtained or destroyed.&lt;br /&gt;
&amp;lt;!-- for now i've called the statues &amp;quot;teleport variant&amp;quot; and &amp;quot;deadlife dust variant&amp;quot;, feel free to label them as something else if it suits you.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub| reason= missing section}}&lt;br /&gt;
(analysis)&lt;br /&gt;
&amp;lt;!-- interacting with teleport statues is not necessarily a bad thing if the player wants to explore and the shamblers that deadlife statues make aren't very dangerous --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GrayStatueA.png|Variant A&lt;br /&gt;
GrayStatueB.png|Variant B&lt;br /&gt;
GrayStatueC.png|Variant C&lt;br /&gt;
GrayStatueD.png|Variant D&lt;br /&gt;
GrayStatueE.png|Variant E&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;topic_postId=ys6rxtl8ffmj801w&amp;topic_revId=ys6rxtl8ffmj801w&amp;action=single-view</id>
		<title>Topic:Yrxvlg1ux6lgk2f8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;topic_postId=ys6rxtl8ffmj801w&amp;topic_revId=ys6rxtl8ffmj801w&amp;action=single-view"/>
		<updated>2025-05-28T07:09:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;amp;topic_showPostId=ys6rxtl8ffmj801w#flow-post-ys6rxtl8ffmj801w&quot;&gt;commented&lt;/a&gt; on &quot;Is the infobox broken or is it just on my end?&quot; (&lt;em&gt;It&amp;#039;s missing a lot of information https://imgur.com/a/utUjccD&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_slag_chunk&amp;diff=162192</id>
		<title>Mechanoid slag chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_slag_chunk&amp;diff=162192"/>
		<updated>2025-05-24T07:20:29Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: reworded my previous edit to make it flow better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General}}&lt;br /&gt;
{{See also|Chunk}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechanoid slag chunk&lt;br /&gt;
| image = Mechanoid slag chunk A.png&lt;br /&gt;
| description = The remains of a smashed mechanoid. While useless in its current form, it can be smelted to recover steel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Chunk&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 42&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.50&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| destroyyield = {{Icon Small|steel||15}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ChunkMechanoidSlag&lt;br /&gt;
| label = mechanoid slag chunk&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ChunkBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Item&lt;br /&gt;
| thingClass = Thing&lt;br /&gt;
| altitudeLayer = Item&lt;br /&gt;
| selectable = true&lt;br /&gt;
| pathCostIgnoreRepeat = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| randomizeRotationOnSpawn = true&lt;br /&gt;
| designateHaulable = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ChunkSlagSteel&amp;quot; ParentName=&amp;quot;ChunkBase&amp;quot; --&amp;gt;&lt;br /&gt;
| soundDrop = ChunkSlag_Drop&lt;br /&gt;
| thingCategories = Chunks&lt;br /&gt;
| smeltable = true&lt;br /&gt;
| smeltProducts = Steel = 15&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;ChunkSlagSteel&amp;quot; --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/Ruins/AncientMechDetritus&lt;br /&gt;
| graphicClass = Graphic_Random&lt;br /&gt;
| saveCompressible = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanoid slag chunk''' is a smeltable chunk occasionally dropped by [[Mechanoids]] upon death.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechanoid slag chunks initially spawn on a world map, scattered around the same as the other chunk types. They also have a chance of dropping upon the death of a mechanoid, at the second nearest unoccupied tile to the point of death, where the corpse takes priority in dropping first{{Check Tag|Verify}}. The chances of a slag chunk drop are loosely related to the class of mechanoid, with light mechs dropping none, medium combat mechs having a 10% chance, heavy combat mechs having a 50% chance, and ultraheavy mechs having a 75% chance, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
The different variants are only graphically distinct and otherwise identical, besides from different mechs dropping chunks that reflect the mechanoid's appearance.&lt;br /&gt;
&amp;lt;!-- Variant letter to &amp;lt;texOverrideIndex&amp;gt;&lt;br /&gt;
A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7, I = 8, J = 9,&lt;br /&gt;
K = 10, L = 11, M = 12, N = 13, O = 14, P = 15, Q = 16, R = 17, S = 18, T = 19&lt;br /&gt;
lancer: 0.1; 11, 12&lt;br /&gt;
scyther: 0.1; 18, 15&lt;br /&gt;
pikeman: 0.1; 11, 16, 1&lt;br /&gt;
centipede: 0.5; 10, 19, 14&lt;br /&gt;
termite&lt;br /&gt;
tunneler: 0.5; 0, 3, 1&lt;br /&gt;
scorcher: 0.1; 11, 16, 1&lt;br /&gt;
tesseron: 0.1; 11, 1&lt;br /&gt;
legionary: 0.1; 16, 11, 1&lt;br /&gt;
centurion: 0.75; 0, 8, 3&lt;br /&gt;
diabolus: 0.75; 3, 17, 1&lt;br /&gt;
warqueen: 0.75; 13, 3, 0&lt;br /&gt;
apocriton: 0.1; 15, 8, 13&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
! Mechanoid || Slag Chunk Drop Chances&lt;br /&gt;
|-&lt;br /&gt;
| [[Lancer]] || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk M.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scyther]] || 10% [[File:Mechanoid slag chunk S.png]] or [[File:Mechanoid slag chunk P.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikeman]] || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Centipede]] || 50% [[File:Mechanoid slag chunk K.png]] or [[File:Mechanoid slag chunk T.png]] or [[File:Mechanoid slag chunk O.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunneler]]{{BiotechIcon}} || 50% [[File:Mechanoid slag chunk A.png]] or [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorcher]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tesseron]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legionary]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Centurion]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk A.png]] or [[File:Mechanoid slag chunk I.png]] or [[File:Mechanoid slag chunk D.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Diabolus]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk R.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[War queen]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk N.png]] or [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apocriton]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk P.png]] or [[File:Mechanoid slag chunk I.png]] or [[File:Mechanoid slag chunk N.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While being smeltable into steel and useful as impromptu cover during mech battles, they can be quite detrimental and disruptive in enclosed spaces: namely kill boxes and melee chokepoints. Upon the death of a mechanoid, a dropped chunk will likely occupy one of the tiles that one of your pawns are on, pushing them off and only allowing them to occupy that tile when pathing across, typically to target an enemy on the other side. These mandate immediate prioritized hauling in order to limit the effect they have on your combat formation.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mechanoid slag chunk A.png|Variant A&lt;br /&gt;
Mechanoid slag chunk B.png|Variant B&lt;br /&gt;
Mechanoid slag chunk C.png|Variant C&lt;br /&gt;
Mechanoid slag chunk D.png|Variant D&lt;br /&gt;
Mechanoid slag chunk E.png|Variant E&lt;br /&gt;
Mechanoid slag chunk F.png|Variant F&lt;br /&gt;
Mechanoid slag chunk G.png|Variant G&lt;br /&gt;
Mechanoid slag chunk H.png|Variant H&lt;br /&gt;
Mechanoid slag chunk I.png|Variant I&lt;br /&gt;
Mechanoid slag chunk J.png|Variant J&lt;br /&gt;
Mechanoid slag chunk K.png|Variant K&lt;br /&gt;
Mechanoid slag chunk L.png|Variant L&lt;br /&gt;
Mechanoid slag chunk M.png|Variant M&lt;br /&gt;
Mechanoid slag chunk N.png|Variant N&lt;br /&gt;
Mechanoid slag chunk O.png|Variant O&lt;br /&gt;
Mechanoid slag chunk P.png|Variant P&lt;br /&gt;
Mechanoid slag chunk Q.png|Variant Q&lt;br /&gt;
Mechanoid slag chunk R.png|Variant R&lt;br /&gt;
Mechanoid slag chunk S.png|Variant S&lt;br /&gt;
Mechanoid slag chunk T.png|Variant T&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added. Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Chunks]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_slag_chunk&amp;diff=162191</id>
		<title>Mechanoid slag chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_slag_chunk&amp;diff=162191"/>
		<updated>2025-05-24T07:19:28Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: edited sentence to make it more clear that it does not give more steel than regular slag chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General}}&lt;br /&gt;
{{See also|Chunk}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechanoid slag chunk&lt;br /&gt;
| image = Mechanoid slag chunk A.png&lt;br /&gt;
| description = The remains of a smashed mechanoid. While useless in its current form, it can be smelted to recover steel.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Chunk&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 42&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.50&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| destroyyield = {{Icon Small|steel||15}}&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ChunkMechanoidSlag&lt;br /&gt;
| label = mechanoid slag chunk&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ChunkBase&amp;quot; Abstract=&amp;quot;True&amp;quot; --&amp;gt;&lt;br /&gt;
| category = Item&lt;br /&gt;
| thingClass = Thing&lt;br /&gt;
| altitudeLayer = Item&lt;br /&gt;
| selectable = true&lt;br /&gt;
| pathCostIgnoreRepeat = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| randomizeRotationOnSpawn = true&lt;br /&gt;
| designateHaulable = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
&amp;lt;!-- ThingDef Name=&amp;quot;ChunkSlagSteel&amp;quot; ParentName=&amp;quot;ChunkBase&amp;quot; --&amp;gt;&lt;br /&gt;
| soundDrop = ChunkSlag_Drop&lt;br /&gt;
| thingCategories = Chunks&lt;br /&gt;
| smeltable = true&lt;br /&gt;
| smeltProducts = Steel = 15&lt;br /&gt;
&amp;lt;!-- ThingDef ParentName=&amp;quot;ChunkSlagSteel&amp;quot; --&amp;gt;&lt;br /&gt;
| texPath = Things/Building/Ruins/AncientMechDetritus&lt;br /&gt;
| graphicClass = Graphic_Random&lt;br /&gt;
| saveCompressible = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanoid slag chunk''' is a smeltable chunk occasionally dropped by [[Mechanoids]] upon death.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechanoid slag chunks initially spawn on a world map, scattered around the same as the other chunk types. They also have a chance of dropping upon the death of a mechanoid, at the second nearest unoccupied tile to the point of death, where the corpse takes priority in dropping first{{Check Tag|Verify}}. The chances of a slag chunk drop are loosely related to the class of mechanoid, with light mechs dropping none, medium combat mechs having a 10% chance, heavy combat mechs having a 50% chance, and ultraheavy mechs having a 75% chance, with some exceptions.&lt;br /&gt;
&lt;br /&gt;
The different variants are only graphically distinct and otherwise identical, besides from different mechs dropping chunks that reflect the mechanoid's appearance.&lt;br /&gt;
&amp;lt;!-- Variant letter to &amp;lt;texOverrideIndex&amp;gt;&lt;br /&gt;
A = 0, B = 1, C = 2, D = 3, E = 4, F = 5, G = 6, H = 7, I = 8, J = 9,&lt;br /&gt;
K = 10, L = 11, M = 12, N = 13, O = 14, P = 15, Q = 16, R = 17, S = 18, T = 19&lt;br /&gt;
lancer: 0.1; 11, 12&lt;br /&gt;
scyther: 0.1; 18, 15&lt;br /&gt;
pikeman: 0.1; 11, 16, 1&lt;br /&gt;
centipede: 0.5; 10, 19, 14&lt;br /&gt;
termite&lt;br /&gt;
tunneler: 0.5; 0, 3, 1&lt;br /&gt;
scorcher: 0.1; 11, 16, 1&lt;br /&gt;
tesseron: 0.1; 11, 1&lt;br /&gt;
legionary: 0.1; 16, 11, 1&lt;br /&gt;
centurion: 0.75; 0, 8, 3&lt;br /&gt;
diabolus: 0.75; 3, 17, 1&lt;br /&gt;
warqueen: 0.75; 13, 3, 0&lt;br /&gt;
apocriton: 0.1; 15, 8, 13&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table&amp;quot;&lt;br /&gt;
! Mechanoid || Slag Chunk Drop Chances&lt;br /&gt;
|-&lt;br /&gt;
| [[Lancer]] || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk M.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scyther]] || 10% [[File:Mechanoid slag chunk S.png]] or [[File:Mechanoid slag chunk P.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikeman]] || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Centipede]] || 50% [[File:Mechanoid slag chunk K.png]] or [[File:Mechanoid slag chunk T.png]] or [[File:Mechanoid slag chunk O.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunneler]]{{BiotechIcon}} || 50% [[File:Mechanoid slag chunk A.png]] or [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorcher]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tesseron]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legionary]]{{BiotechIcon}} || 10% [[File:Mechanoid slag chunk Q.png]] or [[File:Mechanoid slag chunk L.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Centurion]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk A.png]] or [[File:Mechanoid slag chunk I.png]] or [[File:Mechanoid slag chunk D.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Diabolus]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk R.png]] or [[File:Mechanoid slag chunk B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[War queen]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk N.png]] or [[File:Mechanoid slag chunk D.png]] or [[File:Mechanoid slag chunk A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apocriton]]{{BiotechIcon}} || 75% [[File:Mechanoid slag chunk P.png]] or [[File:Mechanoid slag chunk I.png]] or [[File:Mechanoid slag chunk N.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While being able to be used to make steel and impromptu cover during mech battles, they can be quite detrimental and disruptive in enclosed spaces: namely kill boxes and melee chokepoints. Upon the death of a mechanoid, a dropped chunk will likely occupy one of the tiles that one of your pawns are on, pushing them off and only allowing them to occupy that tile when pathing across, typically to target an enemy on the other side. These mandate immediate prioritized hauling in order to limit the effect they have on your combat formation.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mechanoid slag chunk A.png|Variant A&lt;br /&gt;
Mechanoid slag chunk B.png|Variant B&lt;br /&gt;
Mechanoid slag chunk C.png|Variant C&lt;br /&gt;
Mechanoid slag chunk D.png|Variant D&lt;br /&gt;
Mechanoid slag chunk E.png|Variant E&lt;br /&gt;
Mechanoid slag chunk F.png|Variant F&lt;br /&gt;
Mechanoid slag chunk G.png|Variant G&lt;br /&gt;
Mechanoid slag chunk H.png|Variant H&lt;br /&gt;
Mechanoid slag chunk I.png|Variant I&lt;br /&gt;
Mechanoid slag chunk J.png|Variant J&lt;br /&gt;
Mechanoid slag chunk K.png|Variant K&lt;br /&gt;
Mechanoid slag chunk L.png|Variant L&lt;br /&gt;
Mechanoid slag chunk M.png|Variant M&lt;br /&gt;
Mechanoid slag chunk N.png|Variant N&lt;br /&gt;
Mechanoid slag chunk O.png|Variant O&lt;br /&gt;
Mechanoid slag chunk P.png|Variant P&lt;br /&gt;
Mechanoid slag chunk Q.png|Variant Q&lt;br /&gt;
Mechanoid slag chunk R.png|Variant R&lt;br /&gt;
Mechanoid slag chunk S.png|Variant S&lt;br /&gt;
Mechanoid slag chunk T.png|Variant T&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added. Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Chunks]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;topic_postId=yrxvlg1uxajis6dg&amp;topic_revId=yrxvlg1uxajis6dg&amp;action=single-view</id>
		<title>Topic:Yrxvlg1ux6lgk2f8</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;topic_postId=yrxvlg1uxajis6dg&amp;topic_revId=yrxvlg1uxajis6dg&amp;action=single-view"/>
		<updated>2025-05-24T07:16:53Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yrxvlg1ux6lgk2f8&amp;amp;topic_showPostId=yrxvlg1uxajis6dg#flow-post-yrxvlg1uxajis6dg&quot;&gt;commented&lt;/a&gt; on &quot;Is the infobox broken or is it just on my end?&quot; (&lt;em&gt;image: https://imgur.com/a/hiZfAU7&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sunlight&amp;diff=162174</id>
		<title>Sunlight</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sunlight&amp;diff=162174"/>
		<updated>2025-05-23T19:45:44Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: Changed redirect to a more fitting one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Environment#Daylight_timing_and_latitude]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162040</id>
		<title>Phoenix armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162040"/>
		<updated>2025-05-16T09:43:56Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: fixed my edit and resubmitted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Phoenix armor&lt;br /&gt;
| image = PhoenixArmor.png&lt;br /&gt;
| description = A variant of cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Phoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Steel &lt;br /&gt;
| resource 4 amount = 75 &lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| resource 6 = Chemfuel&lt;br /&gt;
| resource 6 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3480&lt;br /&gt;
| armorblunt = 45&lt;br /&gt;
| armorsharp = 115&lt;br /&gt;
| armorheat = 75&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 100&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Heat&lt;br /&gt;
| range = 14.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| velocity = 18	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| defName = Apparel_ArmorCataphractPhoenix&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Phoenix armor''' is a type of advanced [[armor]] introduced by the [[Royalty DLC]] that provides excellent temperature resistance and protection against fire, as well as containing a flamebolt launcher at the expense of inflicting a [[move speed]] penalty. It is a variant of [[cataphract armor]] and forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- (In regards to the Which? tag) I found it being sold by an Empire base, now we just need to know if it's also offered as a quest reward. -moosetwin --&amp;gt;&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]].{{Check Tag|Which?}} It is currently unknown if any pawns or [[raiders]] spawn with the armor.{{Check Tag|Fact Check Needed|Do any pawns ever spawn with the armor equipped?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:PhoenixArmorAOE.png|200px|thumb|left|5x5 area of effect of the integrated launcher]]&lt;br /&gt;
[[File:Launch incendiary gizmo.png|200px|thumb|left|Gizmo for launching the incendiary]]&lt;br /&gt;
While less protective against sharp and blunt attacks compared to the base [[cataphract armor]], it is much more protective against [[Damage#Flame|Flame]] and [[Damage#Heat|Heat]] damage and [[temperature]] extremes. It also reduces the [[flammability]] of the wearer by -0.68. [[Human]]s have a base flammability of 70%. This reduces the chance of being set on fire from taking Flame damage from 100% to just 1.4%. This stacks with the reduced chance to take Flame damage in first place offered by the armor's excellent Heat armor value. Note that while the armor value scales with quality, the flammability reduction does not.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.80}}&lt;br /&gt;
&lt;br /&gt;
=== Flamebolt launcher ===&lt;br /&gt;
The armor contains an integrated flamebolt launcher which gives the user the ability to launch up a single large incendiary grenade at will before requiring a reload. This weapon is similar to an [[incendiary launcher]] with a shorter range and significantly larger area of effect but does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. &lt;br /&gt;
&lt;br /&gt;
This incendiary grenade moves slower and has less range than an incendiary launcher but damages and creates a [[Filth#Chemfuel puddle|chemfuel puddle]] 5x5 square rather than a 3x3 cross. One grenade can be launched before the launcher must be reloaded with {{Icon Small|chemfuel}} 40 [[chemfuel]]. The reloading process takes {{Ticks|60}}. The pawn will never automatically use the launcher - instead it must be manually activated by the player by use of the &amp;quot;Launch Incendiary&amp;quot; gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will only use the launcher if they are not holding a weapon.&lt;br /&gt;
&lt;br /&gt;
Similarly to weapons, the damage dealt by the flamebolt launcher of awful, masterwork, and legendary phoenix armor will have a damage [[quality]] multiplier of 90%, 125%, and 150% respectively. Meaning that a legendary phoenix armor will deal 15 damage instead of the base 10.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the flamebolt launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it.}}&lt;br /&gt;
&lt;br /&gt;
This can be useful to give the user flexibility in combat, such as giving [[sniper rifle|snipers]] a crowd control option. Reducing the impact of fire and the risk of being driven out of cover by [[inferno cannon]]-wielding [[centipede]]s is a significant boon. Up until masterwork, it is inferior to cataphract unless facing flame-wielding enemies. However at legendary quality, it is likely the best armor in the game for ranged-weapon users as the vast majority of ranged enemies use sharp damage and both Cataphract and Phoenix reach the 200% armor cap at legendary quality. This means that compared to cataphract, the phoenix only loses 9% blunt armor in exchange for significantly improved heat armor, massively improved ignition resistance, and temperature insulation, as well as a niche but still useful flamebolt launcher&lt;br /&gt;
&lt;br /&gt;
The flame damage is small, the single shot is limiting, and a major threat in the late game when the armor is acquired, mechanoids, are completely immune to fire. However the flamebolt launcher is not without merit. It can hit very large swaths of pawns all at once, especially when facing late game raids. The large chemfuel puddle it creates can also be useful to prevent movement through an area.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoenix armor may have the most complex single step crafting recipe in the game, with 6 different ingredient types required. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a [[shield belt]] now prevents firing the flamebolt launcher. Previously it could be fired but could only target only adjacent squares (including diagonals), meaning that self-immolation was inevitable. However, the heat armor offered by phoenix armor meant that the damage to the user will be small, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Incendiary launcher]] - a weapon with similar stats to the integrated launcher. &lt;br /&gt;
* [[Cataphract armor]] - the base model. Slightly more protective against sharp and blunt, but without the increased heat and temperature resistance and no incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of Cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162039</id>
		<title>Phoenix armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162039"/>
		<updated>2025-05-16T09:38:31Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: reverted my edit, it broke the page (my bad!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Phoenix armor&lt;br /&gt;
| image = PhoenixArmor.png&lt;br /&gt;
| description = A variant of cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Phoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Steel &lt;br /&gt;
| resource 4 amount = 75 &lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| resource 6 = Chemfuel&lt;br /&gt;
| resource 6 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3480&lt;br /&gt;
| armorblunt = 45&lt;br /&gt;
| armorsharp = 115&lt;br /&gt;
| armorheat = 75&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 100&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Heat&lt;br /&gt;
| range = 14.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| velocity = 18	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| defName = Apparel_ArmorCataphractPhoenix&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Phoenix armor''' is a type of advanced [[armor]] introduced by the [[Royalty DLC]] that provides excellent temperature resistance and protection against fire, as well as containing a flamebolt launcher at the expense of inflicting a [[move speed]] penalty. It is a variant of [[cataphract armor]] and forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]].{{Check Tag|Which?}} It is currently unknown if any pawns or [[raiders]] spawn with the armor.{{Check Tag|Fact Check Needed|Do any pawns ever spawn with the armor equipped?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:PhoenixArmorAOE.png|200px|thumb|left|5x5 area of effect of the integrated launcher]]&lt;br /&gt;
[[File:Launch incendiary gizmo.png|200px|thumb|left|Gizmo for launching the incendiary]]&lt;br /&gt;
While less protective against sharp and blunt attacks compared to the base [[cataphract armor]], it is much more protective against [[Damage#Flame|Flame]] and [[Damage#Heat|Heat]] damage and [[temperature]] extremes. It also reduces the [[flammability]] of the wearer by -0.68. [[Human]]s have a base flammability of 70%. This reduces the chance of being set on fire from taking Flame damage from 100% to just 1.4%. This stacks with the reduced chance to take Flame damage in first place offered by the armor's excellent Heat armor value. Note that while the armor value scales with quality, the flammability reduction does not.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.80}}&lt;br /&gt;
&lt;br /&gt;
=== Flamebolt launcher ===&lt;br /&gt;
The armor contains an integrated flamebolt launcher which gives the user the ability to launch up a single large incendiary grenade at will before requiring a reload. This weapon is similar to an [[incendiary launcher]] with a shorter range and significantly larger area of effect but does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. &lt;br /&gt;
&lt;br /&gt;
This incendiary grenade moves slower and has less range than an incendiary launcher but damages and creates a [[Filth#Chemfuel puddle|chemfuel puddle]] 5x5 square rather than a 3x3 cross. One grenade can be launched before the launcher must be reloaded with {{Icon Small|chemfuel}} 40 [[chemfuel]]. The reloading process takes {{Ticks|60}}. The pawn will never automatically use the launcher - instead it must be manually activated by the player by use of the &amp;quot;Launch Incendiary&amp;quot; gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will only use the launcher if they are not holding a weapon.&lt;br /&gt;
&lt;br /&gt;
Similarly to weapons, the damage dealt by the flamebolt launcher of awful, masterwork, and legendary phoenix armor will have a damage [[quality]] multiplier of 90%, 125%, and 150% respectively. Meaning that a legendary phoenix armor will deal 15 damage instead of the base 10.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the flamebolt launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it.}}&lt;br /&gt;
&lt;br /&gt;
This can be useful to give the user flexibility in combat, such as giving [[sniper rifle|snipers]] a crowd control option. Reducing the impact of fire and the risk of being driven out of cover by [[inferno cannon]]-wielding [[centipede]]s is a significant boon. Up until masterwork, it is inferior to cataphract unless facing flame-wielding enemies. However at legendary quality, it is likely the best armor in the game for ranged-weapon users as the vast majority of ranged enemies use sharp damage and both Cataphract and Phoenix reach the 200% armor cap at legendary quality. This means that compared to cataphract, the phoenix only loses 9% blunt armor in exchange for significantly improved heat armor, massively improved ignition resistance, and temperature insulation, as well as a niche but still useful flamebolt launcher&lt;br /&gt;
&lt;br /&gt;
The flame damage is small, the single shot is limiting, and a major threat in the late game when the armor is acquired, mechanoids, are completely immune to fire. However the flamebolt launcher is not without merit. It can hit very large swaths of pawns all at once, especially when facing late game raids. The large chemfuel puddle it creates can also be useful to prevent movement through an area.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoenix armor may have the most complex single step crafting recipe in the game, with 6 different ingredient types required. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a [[shield belt]] now prevents firing the flamebolt launcher. Previously it could be fired but could only target only adjacent squares (including diagonals), meaning that self-immolation was inevitable. However, the heat armor offered by phoenix armor meant that the damage to the user will be small, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Incendiary launcher]] - a weapon with similar stats to the integrated launcher. &lt;br /&gt;
* [[Cataphract armor]] - the base model. Slightly more protective against sharp and blunt, but without the increased heat and temperature resistance and no incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of Cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162038</id>
		<title>Phoenix armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=162038"/>
		<updated>2025-05-16T09:37:50Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added comment about the armor being sold by the empire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Phoenix armor&lt;br /&gt;
| image = PhoenixArmor.png&lt;br /&gt;
| description = A variant of cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Phoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Steel &lt;br /&gt;
| resource 4 amount = 75 &lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| resource 6 = Chemfuel&lt;br /&gt;
| resource 6 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3480&lt;br /&gt;
| armorblunt = 45&lt;br /&gt;
| armorsharp = 115&lt;br /&gt;
| armorheat = 75&lt;br /&gt;
| insulationcold = 36&lt;br /&gt;
| insulationheat = 100&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Heat&lt;br /&gt;
| range = 14.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| velocity = 18	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| defName = Apparel_ArmorCataphractPhoenix&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
}}&lt;br /&gt;
'''Phoenix armor''' is a type of advanced [[armor]] introduced by the [[Royalty DLC]] that provides excellent temperature resistance and protection against fire, as well as containing a flamebolt launcher at the expense of inflicting a [[move speed]] penalty. It is a variant of [[cataphract armor]] and forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- (In regards to the Which? tag) I found it being sold by an Empire base, now we just need to know if it's also offered as a quest reward. -moosetwin --!&amp;gt;&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]].{{Check Tag|Which?}} It is currently unknown if any pawns or [[raiders]] spawn with the armor.{{Check Tag|Fact Check Needed|Do any pawns ever spawn with the armor equipped?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:PhoenixArmorAOE.png|200px|thumb|left|5x5 area of effect of the integrated launcher]]&lt;br /&gt;
[[File:Launch incendiary gizmo.png|200px|thumb|left|Gizmo for launching the incendiary]]&lt;br /&gt;
While less protective against sharp and blunt attacks compared to the base [[cataphract armor]], it is much more protective against [[Damage#Flame|Flame]] and [[Damage#Heat|Heat]] damage and [[temperature]] extremes. It also reduces the [[flammability]] of the wearer by -0.68. [[Human]]s have a base flammability of 70%. This reduces the chance of being set on fire from taking Flame damage from 100% to just 1.4%. This stacks with the reduced chance to take Flame damage in first place offered by the armor's excellent Heat armor value. Note that while the armor value scales with quality, the flammability reduction does not.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.80}}&lt;br /&gt;
&lt;br /&gt;
=== Flamebolt launcher ===&lt;br /&gt;
The armor contains an integrated flamebolt launcher which gives the user the ability to launch up a single large incendiary grenade at will before requiring a reload. This weapon is similar to an [[incendiary launcher]] with a shorter range and significantly larger area of effect but does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. &lt;br /&gt;
&lt;br /&gt;
This incendiary grenade moves slower and has less range than an incendiary launcher but damages and creates a [[Filth#Chemfuel puddle|chemfuel puddle]] 5x5 square rather than a 3x3 cross. One grenade can be launched before the launcher must be reloaded with {{Icon Small|chemfuel}} 40 [[chemfuel]]. The reloading process takes {{Ticks|60}}. The pawn will never automatically use the launcher - instead it must be manually activated by the player by use of the &amp;quot;Launch Incendiary&amp;quot; gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will only use the launcher if they are not holding a weapon.&lt;br /&gt;
&lt;br /&gt;
Similarly to weapons, the damage dealt by the flamebolt launcher of awful, masterwork, and legendary phoenix armor will have a damage [[quality]] multiplier of 90%, 125%, and 150% respectively. Meaning that a legendary phoenix armor will deal 15 damage instead of the base 10.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the flamebolt launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Cleanup and needs better analysis of integrated weapon, armor comparison, and overall value proposition. See how other power armor pages do it.}}&lt;br /&gt;
&lt;br /&gt;
This can be useful to give the user flexibility in combat, such as giving [[sniper rifle|snipers]] a crowd control option. Reducing the impact of fire and the risk of being driven out of cover by [[inferno cannon]]-wielding [[centipede]]s is a significant boon. Up until masterwork, it is inferior to cataphract unless facing flame-wielding enemies. However at legendary quality, it is likely the best armor in the game for ranged-weapon users as the vast majority of ranged enemies use sharp damage and both Cataphract and Phoenix reach the 200% armor cap at legendary quality. This means that compared to cataphract, the phoenix only loses 9% blunt armor in exchange for significantly improved heat armor, massively improved ignition resistance, and temperature insulation, as well as a niche but still useful flamebolt launcher&lt;br /&gt;
&lt;br /&gt;
The flame damage is small, the single shot is limiting, and a major threat in the late game when the armor is acquired, mechanoids, are completely immune to fire. However the flamebolt launcher is not without merit. It can hit very large swaths of pawns all at once, especially when facing late game raids. The large chemfuel puddle it creates can also be useful to prevent movement through an area.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoenix armor may have the most complex single step crafting recipe in the game, with 6 different ingredient types required. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a [[shield belt]] now prevents firing the flamebolt launcher. Previously it could be fired but could only target only adjacent squares (including diagonals), meaning that self-immolation was inevitable. However, the heat armor offered by phoenix armor meant that the damage to the user will be small, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Incendiary launcher]] - a weapon with similar stats to the integrated launcher. &lt;br /&gt;
* [[Cataphract armor]] - the base model. Slightly more protective against sharp and blunt, but without the increased heat and temperature resistance and no incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of Cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=160400</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=160400"/>
		<updated>2025-03-13T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: /* Map management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus, duplicated in some locations, etc.}}&lt;br /&gt;
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
Development mode can be enabled via the '''Options''' in the Menu, accessible via the toolbar or the {{Key|Escape}} key. Under '''Options''', there is an option for &amp;quot;Development Mode&amp;quot;. Toggle this option to a tick to turn on development mode.&lt;br /&gt;
&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode after you have enabled the developer mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
Enabling this option creates an empty file called 'DevModeDisabled' in the RimWorld config folder.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting this 'DevModeDisabled' file from the RimWorld config folder&lt;br /&gt;
&lt;br /&gt;
The config folder can be located at the following locations:&lt;br /&gt;
&lt;br /&gt;
In Windows:&amp;lt;br&amp;gt;&lt;br /&gt;
- Press the Start/WindowsKey + R &amp;gt; Enter &amp;quot;%appdata%&amp;quot; and press enter &amp;gt; then navigate to LocalLow -&amp;gt; Ludeon Studios -&amp;gt; Rimworld by Ludeon Studios -&amp;gt; Config&amp;lt;br&amp;gt;&lt;br /&gt;
In Linux:&amp;lt;br&amp;gt;&lt;br /&gt;
- On a console, type: cd &amp;quot;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Tweakvalues.png]] Tweak Values ===&lt;br /&gt;
A menu with several options for tweaking values associated with some AI actions, gameplay, UI values, graphics settings, plants, and other performance effecting variables.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
It also allows some debug settings, for example unlimited power, toggling damage, fast research, instant recruit, faster learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc. Write Storyteller will add all of the raid point calculation data, considerations, and results on the raid notification letter for example. Another setting which can be useful to enable, is the setting to draw paths, paths are drawn, so you can see where all pawns, animals, colonist, and enemies are pathing to. Those settings will not be saved so you need to enable them each time if you want to use those settings. The tabs at the top of this screen will allow you to switch between view setting toggles, debug actions menu, and debug logging screens without having to close the dev menu each time.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu. The second page of this menu can be found in &amp;quot;show more actions&amp;quot; under more debug actions on the right. The search bar at the top may be used at any time in any part of the dev menu and is especially useful when spawning items into the world.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such. It's also called debug outputs, when clicking on for example apparel or beauties you can see a list of all items that adds beauty points to rooms or buildings. If you want to know which clothing is considered clothing for nudists you can find it here as well.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Opens the inspector panel and shows you what's happening in the game. Note: You may be required to have this open to see some of the output from the selected debug logging menu selection.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
Toggles god mode. While active, all player-buildable buildings are available without research, and are constructed instantly and at no cost when placing down the blueprint. Note that &amp;quot;deconstructing&amp;quot; is instantaneous, but leaves behind resources as appropriate to the item(s) deconstructed. To remove these items, or any others, use the &amp;quot;T: Kill&amp;quot; or T: Destroy&amp;quot; commands under the Debug section. Be mindful that these options remove everything in all layers of a tile and as a result you may need to replace some items such as electrical conduit.&lt;br /&gt;
&lt;br /&gt;
[[Orders#Mine|Mining orders]] are also completed instantly upon designation but return a yield of 1.  &lt;br /&gt;
&lt;br /&gt;
God mode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Devpalette.png]] Inspector ===&lt;br /&gt;
Toggles the DEV Palette to be visible or hidden. Anything in the dev menu at any level may be added to this menu by toggling the pin following the option in the menu. Items may be reordered by dragging the grey striped box to the desired location and easily removed by clicking the last rightmost red X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Pauseonerror.png]] Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Search bar ===&lt;br /&gt;
Allows you to find items on the current map and will scan through all the items in the event of multiples.  Does not work on map.  In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning.&lt;br /&gt;
&lt;br /&gt;
== Debug Log ==&lt;br /&gt;
&lt;br /&gt;
Opens the active in progress game log, aka debug log.  If pause on error is enabled this is the window you will see when an error occurs.  The most recent events are at the bottom of the log.  Selecting any line will open more details about the entry and it's stack trace in the lower part of the window. (only visible when an item is selected)  The size of the lower window may be changed with the handle between the window panes or by using the trace size buttons located at the top of the window.  Selecting clear will clear the currently displayed log information within the game, however the information will remain in the log file as usual.&lt;br /&gt;
&lt;br /&gt;
== Tweak Values ==&lt;br /&gt;
&lt;br /&gt;
Opens a menu with various sliders and a few toggles for changing some of the values associated with game pertaining to gameplay, tick rate, UI sizes, graphics settings, among other things and may include some mod options.  (ToDo: generate and populate table of settings)&lt;br /&gt;
&lt;br /&gt;
== View Settings ==&lt;br /&gt;
&lt;br /&gt;
Opens a menu that provides settings for visible layers, AI pathing and considerations, as well as some useful dev settings like infinite electricity, fast crafting, and fast caravans.  Draw paths will enable pathing lines for all non-colonist pawns. (pawn must be visible on screen for line to render) Write storyteller will provide the totals, equations, and values and modifiers for all wealth and pawns when raid events are generated and appends it to the raid letter message body.  Log translation lookup errors has also been relocated to here.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with the first three DLC installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match exactly or any portion of it.&lt;br /&gt;
&lt;br /&gt;
==== Understanding the Buttons ====&lt;br /&gt;
&lt;br /&gt;
Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. More than one of these options can appear on a button and, for example, to change an items quality select the &amp;quot;T:set quality...&amp;quot; option and then select the quality you want to make the item.  Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to affect everything in every layer under the mouse.  Beware T:Kill, T:Delete, and T:Discard!  To cancel any tool at anytime just right click or press escape.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with &amp;quot;T:&amp;quot; are applied to a target.  Upon selection the menu will close and leave a T attached to the cursor with either the name, action, or instructions beside it.  Some pawns may be between cells and you may need to toggle pause to let them move into a targetable position.  Beware target tools will affect every valid object in the selected cell.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis &amp;quot;...&amp;quot; denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common.  Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu)  &lt;br /&gt;
&lt;br /&gt;
Commands ending in (rect) will require you to select two points to create a rectangle selection area for the selected task. Examples of this would be &amp;quot;Edit Roof (rect)...&amp;quot; which would allow you to remove or place specific roof types.&lt;br /&gt;
&lt;br /&gt;
Commands ending in (Map) will affect the current map in whatever way they normally would otherwise. Example would be &amp;quot;Do Incident (Map)...&amp;quot; to generate a caravan, visitor, or passing thrumbo heard.&lt;br /&gt;
&lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s on the currently visible map.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do trade caravan arrival &lt;br /&gt;
| Allows you to select a currently active faction by name and choose the type of caravan arriving. No random in this menu.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with points &lt;br /&gt;
| Creates a random faction raid with specified total raid points. Calls friendlies if allied.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with factions &lt;br /&gt;
| Creates a chosen faction raid with specified total raid points. Calls friendlies if allied.&lt;br /&gt;
|-&lt;br /&gt;
! Execute raid with specifics &lt;br /&gt;
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (Map) &lt;br /&gt;
| Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.).&lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (Map) &lt;br /&gt;
| Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s).  Beware calling too many incidents, especially while paused, may result in severe game instability and crashing.  Save before use.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ point (Map) &lt;br /&gt;
| Creates an event with specified total [[raid points]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Incidents: World mode====&lt;br /&gt;
These functions are visible when you are viewing the world map in your game.  Incidents followed by a NO either cannot be used in the current scope or would otherwise not normally occur on the current map. (Testing required) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Do incident (World)… &lt;br /&gt;
| Creates a global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu. &lt;br /&gt;
|-&lt;br /&gt;
! Do incident x10 (World)… &lt;br /&gt;
| Creates 10x global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu.&lt;br /&gt;
|-&lt;br /&gt;
! Do incident w/ points (World)… &lt;br /&gt;
| Creates a global event (e.g. a [[aurora]],  [[eclipse]], [[solar flare]]) Note: Global mod events are included on this menu.  This menu may be empty if you have no points based world events installed or enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].  (Colony mode)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest &lt;br /&gt;
| Allows you to generate a quest at a given [[raid points|raid point]] value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x10 &lt;br /&gt;
| Generate 10 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quests x30 &lt;br /&gt;
| Generate 30 quests of a given raid point value&lt;br /&gt;
|-&lt;br /&gt;
! Generate quest (1x for each point) &lt;br /&gt;
| Generate 1 quest for each valid point threshold&lt;br /&gt;
|-&lt;br /&gt;
! QuestPart test &lt;br /&gt;
| Checks if part of a quest works&lt;br /&gt;
|-&lt;br /&gt;
! Log generated quest savedata&lt;br /&gt;
| Makes a log of the generated quest savedata&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A selection of tools not easily categorized into the other section or with effects that could be placed in several sections.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| Rebuilds and refreshes some data pertaining to the map and pawns. Effectively does nothing if you haven't broken anything yet.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns relic of ideology&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Source Precept{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Slave{{IdeologyIcon}} &lt;br /&gt;
| Adds a randomly generated pawn slave in an available slave designated bed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack 100%{{IdeologyIcon}} &lt;br /&gt;
| Sets a hackable terminal to 100% complete.&lt;br /&gt;
|-&lt;br /&gt;
! T: Hack +10%{{IdeologyIcon}} &lt;br /&gt;
| Adds 10% to the progress of hacking a terminal.&lt;br /&gt;
|-&lt;br /&gt;
! T: Darklight At Position{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Max Development Points{{IdeologyIcon}} &lt;br /&gt;
| Sets ideology development points to it's current max allowing for immediate reform.&lt;br /&gt;
|-&lt;br /&gt;
! Add Development Point{{IdeologyIcon}} &lt;br /&gt;
| Adds 1 to ideology development points.&lt;br /&gt;
|-&lt;br /&gt;
! Clear Development Points{{IdeologyIcon}} &lt;br /&gt;
| Sets the ideology development points value to 0.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Plants &lt;br /&gt;
| Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Things &lt;br /&gt;
| Destroys all items, structures, and entities on the map.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Clutter &lt;br /&gt;
| Destroys chunks, filth and rubble.&lt;br /&gt;
|-&lt;br /&gt;
! Finish All [[Research]] &lt;br /&gt;
| Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
! Replace All Trade Ships &lt;br /&gt;
| &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them and hail immediately. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
! Add Trade Ship Of Kind &lt;br /&gt;
| Will spawn trade ship of selected kind.&lt;br /&gt;
|-&lt;br /&gt;
! Change [[weather]]… &lt;br /&gt;
| Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the [[weather]]. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
! Play song... &lt;br /&gt;
| Plays a song from the games soundtrack.&lt;br /&gt;
|-&lt;br /&gt;
! Play sound... &lt;br /&gt;
| Opens a sub menu where the chosen sound can be played, for testing for example.&lt;br /&gt;
|-&lt;br /&gt;
! Add Prisoner &lt;br /&gt;
| Spawns a random prisoner from a random faction.&lt;br /&gt;
|-&lt;br /&gt;
! Add Guest &lt;br /&gt;
| Spawns a guest from a random faction to visit your colony.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Assault &lt;br /&gt;
| If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
! Force Enemy Flee &lt;br /&gt;
| If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
! Adaption Progess10 Days&lt;br /&gt;
| Adjusts the progression value as if 10 additional days have passed. Adaption factor is what makes raids a little easier after a pawn dies or other serious hit.&lt;br /&gt;
|-&lt;br /&gt;
! Unload Unused Assets &lt;br /&gt;
| Will attempt to unload game assets from memory that are not being used.  May help late game on very very old systems especially with low ram.&lt;br /&gt;
|-&lt;br /&gt;
! Name settlement &lt;br /&gt;
| Allows you to name or rename your faction and settlement&lt;br /&gt;
|-&lt;br /&gt;
! Next lesson &lt;br /&gt;
| Learning helper, it shows the next lesson from the in-game helper&lt;br /&gt;
|-&lt;br /&gt;
! Regen All Map Mesh Sections &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Camera Config &lt;br /&gt;
| Allows you to toggle through various camera panning/zoom easing.&lt;br /&gt;
|-&lt;br /&gt;
! Force Ship Countdown &lt;br /&gt;
| Forces the end of game event ship has left and rolls ending credits.&lt;br /&gt;
|-&lt;br /&gt;
! Force Start Ship &lt;br /&gt;
| Forces the ship to begin getting ready to launch.  Must have a ship on the map to be started.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Trade Drop Spot &lt;br /&gt;
| Shows where the trade drop spot will be.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Faction Leader &lt;br /&gt;
| Kills the leader of the selected faction.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Kidnapped Pawn &lt;br /&gt;
| Kills kidnapped pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Kill World Pawn &lt;br /&gt;
| Kills world pawn, which you can choose from.&lt;br /&gt;
|-&lt;br /&gt;
! Set Faction Relations &lt;br /&gt;
| Sets your relations with a faction. Can be set to Hostile, Neutral and Ally.&lt;br /&gt;
|-&lt;br /&gt;
! Visitor Gift &lt;br /&gt;
| Make current visitor leave a random gift.&lt;br /&gt;
|-&lt;br /&gt;
! Refog Map &lt;br /&gt;
| Hide all enclosed places as if undiscovered&lt;br /&gt;
|-&lt;br /&gt;
! Use Gen Step &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Hour &lt;br /&gt;
| Moves time 1 hour forward. {{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time6 Hours &lt;br /&gt;
| Moves time 6 hours forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment time 1 day &lt;br /&gt;
| Moves time 1 day forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Increment Time1 Season &lt;br /&gt;
| Moves time 1 quadrum forward.{{Check Tag|Detail needed|What does and does not advance during this time skip}}&lt;br /&gt;
|-&lt;br /&gt;
! Storywatcher tick 1 day &lt;br /&gt;
| Move story events ahead a day - such as an eclipse&lt;br /&gt;
|-&lt;br /&gt;
! Add [[techprint]] to project {{RoyaltyIcon}} &lt;br /&gt;
| Allows you to select a techprint and which pawn will receive credit for its use.&lt;br /&gt;
|-&lt;br /&gt;
! Apply [[techprint]] on project {{RoyaltyIcon}} &lt;br /&gt;
| Directly applies the techprint to the research tree bypassing any pawn exp gains.&lt;br /&gt;
|-&lt;br /&gt;
! Kill Random Lent Colonist &lt;br /&gt;
| Kills a random colonist on loan.&lt;br /&gt;
|-&lt;br /&gt;
! Destroy All Hats &lt;br /&gt;
| Destroys all hats from the map and if colonists are wearing any hat, those will be destroyed as well.&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Pawn Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dump Static Atlases &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Ability Check &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Glow At Position &lt;br /&gt;
| Temporarily displays the light for each tile in a radius from click position.&lt;br /&gt;
|-&lt;br /&gt;
! T: HSV At Position &lt;br /&gt;
| Temporarily displays the HSV value for each tile in a radius from from click position.&lt;br /&gt;
|-&lt;br /&gt;
! Fill Map With Trees &lt;br /&gt;
| Fill current map with trees.&lt;br /&gt;
|-&lt;br /&gt;
! Flash Blocked Landing Cells &lt;br /&gt;
| Highlights blocked landing cells, for droppods or other moving objects.&lt;br /&gt;
|-&lt;br /&gt;
! Award 4 [[Titles|honor]] {{RoyaltyIcon}} &lt;br /&gt;
| Awards 4 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Award 10 [[Titles|honor]]  {{RoyaltyIcon}}&lt;br /&gt;
| Awards 10 [[Titles|Royal honor]] to a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Remove 4 [[Titles|honor]]  {{RoyaltyIcon}} &lt;br /&gt;
| Removes 4 [[Titles|Royal honor]] from a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Reduce royal [[title]] {{RoyaltyIcon}} &lt;br /&gt;
| Reduces pawns current [[Titles|Royal title]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as discard or kill.  Simulates kill death for living objects.  This includes boomalope and boomrats.&lt;br /&gt;
|-&lt;br /&gt;
! T: Discard &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as destroy or kill.  Simulates kill death for living objects.  This includes boomalope and boomrats.&lt;br /&gt;
|-&lt;br /&gt;
! T: Kill &lt;br /&gt;
| Left click to destroy an object or pawn. Effectively the same as discard or destroy.  Simulates kill death for living objects.  This includes boomalope and boomrats. &lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage &lt;br /&gt;
| Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: 5000 damage &lt;br /&gt;
| Left click to deal 5000 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Rotate... &lt;br /&gt;
| Rotates object in the direction selected.&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear area(rect) &lt;br /&gt;
| Allows you to clear a rectangle of an area by selecting the opposite corners of the desired location.&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Rock(rect)  &lt;br /&gt;
| Allows you to generate solid rock in an area by selecting opposite corners of the desired location. (no selection available at this time. Generated Granite)&lt;br /&gt;
|-&lt;br /&gt;
! T: Explosion ([[Damage Types|bomb]]) &lt;br /&gt;
| Produces any core explosion type at the targeted location. (EMP, bomb, fire foam, etc)&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Snow &lt;br /&gt;
| Adds snow to selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Snow &lt;br /&gt;
| Removes snow from selected cell&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear All Snow &lt;br /&gt;
| Removes every single bit of snow from the map.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (10) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 10 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (1000) &lt;br /&gt;
| Select a tile for example in a room, it will increase the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Push heat (-1000) &lt;br /&gt;
| Select a tile for example in a room, it will decrease the temperature with 1000 C or F.&lt;br /&gt;
|-&lt;br /&gt;
! T: Finish Plant Growth &lt;br /&gt;
| Select any plant and it finishes growing so you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow1 Day &lt;br /&gt;
| Makes the selected plant advance 1 day in growth progress.&lt;br /&gt;
|-&lt;br /&gt;
! T: Grow To Maturity &lt;br /&gt;
| Grows a single plant to full maturity. So you can harvest it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Regen Section &lt;br /&gt;
| Regenerate section&lt;br /&gt;
|-&lt;br /&gt;
! T: Set Color{{IdeologyIcon}} &lt;br /&gt;
| Allows you to set the color of the target object.&lt;br /&gt;
|-&lt;br /&gt;
! T: Randomize Color{{IdeologyIcon}} &lt;br /&gt;
| Sets a random color on the selected object.&lt;br /&gt;
|-&lt;br /&gt;
! T: Rot1 day &lt;br /&gt;
| Select object/pawn/animal,food and it will add +1day rot to it.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep &lt;br /&gt;
| Allows you to force a pawn to sleep, whether from colony, visitor or any animal.&lt;br /&gt;
|-&lt;br /&gt;
! T: Fuel -20% &lt;br /&gt;
| Select fueled thing and decrease its amount with 20%.&lt;br /&gt;
|-&lt;br /&gt;
! T: Break down... &lt;br /&gt;
| Makes a machine break down immediately. Machine must be capable of the breakdown event.&lt;br /&gt;
|-&lt;br /&gt;
! T: Use Scatterer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! BaseGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! SketchGen &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Edit Roof(rect)&lt;br /&gt;
| Allows you to create thick and thin rock roofs, basic constructed roof, or remove any roof. (Yes this includes thick rock roof)&lt;br /&gt;
|-&lt;br /&gt;
! T: Test Flood Unfog &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Closwalk Cell30 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Walk Path &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Skygaze Cell &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Direct Flee Dest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash Spectators Cells &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Check Reachability &lt;br /&gt;
| Checks if the selected cell/tile is reachable for colonists, raids, or animals.&lt;br /&gt;
|-&lt;br /&gt;
! T: Flash TryFindRandomPawnExitCell &lt;br /&gt;
| Highlights Exit cell where colonists, pawns animals or visitors/guest can exit the map. In the debuglog it shows as trying to find nearest exit cell for visitor to leave.&lt;br /&gt;
|-&lt;br /&gt;
! T: RandomSpotJustOutsideColony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Random Spot Near ThingAvoiding Host??? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Clear All Fog &lt;br /&gt;
| Removes all fog, it means all rock mountains are revealed and if some areas are undiscovered they will be shown. For example ancient dangers, when doing this command at the beginning of your game.&lt;br /&gt;
|-&lt;br /&gt;
! T: Change Thing Style &lt;br /&gt;
| When possible you can change the style of selected thing/item/object/building.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force sleep then assault colony &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Attach Fire &lt;br /&gt;
| Creates a fire on selected tile/building.&lt;br /&gt;
|-&lt;br /&gt;
! T: Enable wound debug draw &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wound debug export (non-humanlike)? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====General: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:13em | Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Atlas Rebuild &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change camera config… &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Set Ideo{{IdeologyIcon}}  &lt;br /&gt;
| Sets pawn's ideology to selected&lt;br /&gt;
|- &lt;br /&gt;
! Convert To Ideo{{IdeologyIcon}} &lt;br /&gt;
| Converts pawn to selected ideology.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression +10%{{IdeologyIcon}} &lt;br /&gt;
| Adds 10% to selected slave's suppression level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Suppression -10%{{IdeologyIcon}} &lt;br /&gt;
| Removes 10% from selected slave's suppression level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear suppression schedule{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Will +1{{IdeologyIcon}} &lt;br /&gt;
| Adds +1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Will -1{{IdeologyIcon}} &lt;br /&gt;
| Adds -1 will to a prisoner.&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (random){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start slave rebellion (aggressive){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Change style &lt;br /&gt;
| Changes pawn's hair and tattoos to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Request style change &lt;br /&gt;
| Forces pawn to wish it's hair and tattoos&lt;br /&gt;
|-&lt;br /&gt;
! T: Make Faction leader &lt;br /&gt;
| Forces the selected pawn to become their faction's leader, replacing the previous if existing. If Ideology is enabled, forces the pawn to become the leader of the faction's ideology.{{IdeologyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Resurrect &lt;br /&gt;
| Indicate a corpse to resurrect it, healing all damage&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Until Down &lt;br /&gt;
| Damages the pawn until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Legs &lt;br /&gt;
| Damages the pawn's legs until it is downed.&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage To Death &lt;br /&gt;
| Damage the pawn to death.&lt;br /&gt;
|-&lt;br /&gt;
! T: Carried Damage To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: 10 damage until dead &lt;br /&gt;
| Deals an indicated pawn 10 units of damage repeatedly until dead&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Held Pawn To Death &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Minor &lt;br /&gt;
| Simulate minor [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Catastrophic &lt;br /&gt;
| Simulate catastrophic [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Surgery Fail Ridiculous &lt;br /&gt;
| Simulate ridiculous [[Doctoring|surgery failure]] on a selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Restore Body Part &lt;br /&gt;
| Takes you to a submenu of body parts i.e. Left Leg, Right Arm, etc. and allows you to fully restore that part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply damage... &lt;br /&gt;
| Simulate specific type of [[damage]] to a specific body part.&lt;br /&gt;
|-&lt;br /&gt;
! Apply Hediff... &lt;br /&gt;
| Add a specific type of [[Injury]] to a specific body part. Also able to add [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove Hediff... &lt;br /&gt;
| Remove a specific type of [[Injury]] from a pawn. Also able to remove [[ailments]] and [[artificial body parts]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Heal random injury (10) &lt;br /&gt;
| Remove a random injury. This may need to used multiple times to restore a pawn to health.&lt;br /&gt;
|-&lt;br /&gt;
! T: Activate HediffGiver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Activate HediffGiver World Pawn&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Discover Hediffs &lt;br /&gt;
| Reveals any hidden (undiagnosed) hediffs affecting the pawn. &lt;br /&gt;
|-&lt;br /&gt;
! T: Grant Immunities &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Give Birth &lt;br /&gt;
| Spawns a random pawn with the age 0&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -1 &lt;br /&gt;
| Adds -1 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: Resistance -10 &lt;br /&gt;
| Adds -10 resistance to a prisoner&lt;br /&gt;
|-&lt;br /&gt;
! T: +20 [[neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Adds 20℅ to pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: -20 [[neural heat]] {{RoyaltyIcon}} &lt;br /&gt;
| Removes 20℅ from pawn's neural heat&lt;br /&gt;
|-&lt;br /&gt;
! T: List Melee Verbs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Add/remove pawn relation &lt;br /&gt;
| Add or remove a pawn's relationship from the [[Social|social]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! T: Add Opinion Talks About &lt;br /&gt;
| Make other colonist's opinion about a selected pawn higher/lower.&lt;br /&gt;
|-&lt;br /&gt;
! T: Force vomit... &lt;br /&gt;
| Forces the pawn to vomit&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psyfocus]] +20% {{RoyaltyIcon}}&lt;br /&gt;
| Adds 20% to pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: [[Psyfocus]] -20% {{RoyaltyIcon}}&lt;br /&gt;
| Removes 20℅ from pawn's psyfocus&lt;br /&gt;
|-&lt;br /&gt;
! T: Food -20% &lt;br /&gt;
| Make the pawn's [[Needs|hunger]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Rest -20% &lt;br /&gt;
| Make the pawn's [[Needs|rest]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Joy -20%&lt;br /&gt;
| Make the pawn's [[Needs|joy]] meter 20% lower. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Chemical -20% &lt;br /&gt;
| Make the pawn's [[Needs|chemical]] meter 20% lower. Requires &amp;quot;Chemical fascination&amp;quot; or &amp;quot;Chemical interest&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Indoors -20% &lt;br /&gt;
| Make the pawn's [[Needs|indoors]] meter 20% lower. Requires &amp;quot;Undergrounder&amp;quot; [[Traits|trait]]. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Needs misc -20% &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Certainty -20%{{IdeologyIcon}} &lt;br /&gt;
| Make the pawn less certain in their current ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[Skill]] &lt;br /&gt;
| Set a pawn's selected [[Skills|skill]] to a selected level.&lt;br /&gt;
|-&lt;br /&gt;
! Max [[Skill]] &lt;br /&gt;
| Max a pawn's selected [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Max All [[Skill]]s &lt;br /&gt;
| Max all the pawn's [[Skills|skill]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Mental break]]... &lt;br /&gt;
| Cause an instant mental breakdown on the indicated pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Do Voice Call &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental state... &lt;br /&gt;
| Start other mental states on the indicated pawn, such as manhunter, social fighting, and panic&lt;br /&gt;
|-&lt;br /&gt;
! T: Stop mental state &lt;br /&gt;
| Stop a pawn's [[Mental break|mental break]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Inspiration]]... &lt;br /&gt;
| Give a selected [[Inspiration|inspiration]] to a colonist.&lt;br /&gt;
|-&lt;br /&gt;
! Give [[trait]]... &lt;br /&gt;
| Give a selected [[Traits|trait]] to a pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Set [[backstory]] &lt;br /&gt;
| Change a pawn's [[Backstories|backstory]]&lt;br /&gt;
|-&lt;br /&gt;
! Give ability... &lt;br /&gt;
| Gives pawn a selected ability&lt;br /&gt;
|-&lt;br /&gt;
! Give Psylink... {{RoyaltyIcon}} &lt;br /&gt;
| Gives pawn a selected psylink level&lt;br /&gt;
|-&lt;br /&gt;
! T: Remove neural heat {{RoyaltyIcon}} &lt;br /&gt;
| Removes all neural heat from selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: Give good thought... &lt;br /&gt;
| Give a temporary +10 [[Mood|mood boost]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Give bad thought... &lt;br /&gt;
| Give a temporary -10 [[Mood|mood debuff]] to a pawn. Can be used in pawn's needs list&lt;br /&gt;
|-&lt;br /&gt;
! T: Clear Bound Unfinished Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Birthday &lt;br /&gt;
| Force a pawn to age. Has a chance to develop age-related [[ailments]], such as [[dementia]] or [[Alzheimer's]].&lt;br /&gt;
|-&lt;br /&gt;
! T: Recruit &lt;br /&gt;
| Recruits the selected human to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Enslave{{IdeologyIcon}} &lt;br /&gt;
| Enslaves selected pawn to the colony&lt;br /&gt;
|-&lt;br /&gt;
! T: Damage Apparel &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wear apparel (selected) &lt;br /&gt;
| Immediately equips selected pawn with selected apparel.&lt;br /&gt;
|-&lt;br /&gt;
! Equip primary (selected) &lt;br /&gt;
| Immediately equips selected pawn with selected weapon.&lt;br /&gt;
|-&lt;br /&gt;
! T: Tame Animal &lt;br /&gt;
| Tame a selected [[animal]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Train Animal &lt;br /&gt;
| Put all selected training for an animal to the max level.&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Develop Bound Relation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Queue Training Decay &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Relations Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Display Interactions Info &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Marriage Ceremony &lt;br /&gt;
| Forces marriage ceremony&lt;br /&gt;
|-&lt;br /&gt;
! T: Force Interaction &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Random Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Start Gathering &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Start Prison Break &lt;br /&gt;
| Force a prison break to happen.&lt;br /&gt;
|-&lt;br /&gt;
! T: Pass To World &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Make +1 Year Older &lt;br /&gt;
| Force a pawn to age one year without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Make +1 Day Older &lt;br /&gt;
| Force a pawn to age one day without developing age-related [[Ailments|ailments]]&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Job Giver &lt;br /&gt;
| Attempts to give the pawn a task.&lt;br /&gt;
|-&lt;br /&gt;
! T: Try Joy Giver &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: EndCurrentJob(InterruptForced) &lt;br /&gt;
| Immediately stops the current job being done by the selected pawn.&lt;br /&gt;
|-&lt;br /&gt;
! T: CheckForJobOverride &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Job Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Toggle Stance Logging&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Kidnap colonist &lt;br /&gt;
| Forces raiders to kidnap a pawn&lt;br /&gt;
|-&lt;br /&gt;
! T: Face cell (selected)... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Precept{{IdeologyIcon}} &lt;br /&gt;
| Adds a precept to the chosen ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Remove Precept{{IdeologyIcon}} &lt;br /&gt;
| Removes a precept from the chosen ideology.&lt;br /&gt;
|-&lt;br /&gt;
! Trigger Date Ritual{{IdeologyIcon}} &lt;br /&gt;
| Starts a ritual depending on date regardless of actual date.&lt;br /&gt;
|-&lt;br /&gt;
! Add 5 days to obligation timer{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove ritual obligation{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate 200 ritual names{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Set ideo role...{{IdeologyIcon}} &lt;br /&gt;
| Sets pawn's ideology role to selected&lt;br /&gt;
|-&lt;br /&gt;
! T: Make guilty &lt;br /&gt;
| Makes pawn to be guilty&lt;br /&gt;
|-&lt;br /&gt;
! T: Force age reversal demand now{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Reset age reversal demand{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Draw breach path &lt;br /&gt;
| Shows the path that breach raids will take to infiltrate your base, often blasting through man-made or natural walls.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Complex{{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Remove world pawn... &lt;br /&gt;
| Destroys the selected world pawn.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn Pawn &lt;br /&gt;
| Select a moving being - colonists, animals, adversaries, from a list of all in the game. Left click to spawn, right click to cancel. Pawns will spawn in the relevant [[faction]] e.g. Pirate pawns will spawn in [[Pirates]] faction, animals will spawn wild, colonist pawns will spawn in the player's faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Weapon]] &lt;br /&gt;
| Select a weapon from a list of all in the game, including any that are otherwise unavailable such as thr [[mini-turret gun|mini]]. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[apparel]]... &lt;br /&gt;
| Select an item of apparel from a list of all in the game, including any that are otherwise unavailable. Left click to spawn, right click to cancel. Material, if the item is [[stuff]]able, is randomly selected.&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing... &lt;br /&gt;
| Place an item at or near where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place near thing with style... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 25... &lt;br /&gt;
| Place 25 items at or near where you indicate (items with a maximum stack size less than 25 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place near stack of 75... &lt;br /&gt;
| Place 75 items at or near where you indicate (items with a maximum stack size less than 75 aren't shown)&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct thing... &lt;br /&gt;
| Try to place an item directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place direct stack of 25... &lt;br /&gt;
| Try to place a stack of 25 items directly where you indicate&lt;br /&gt;
|-&lt;br /&gt;
! Try place stack of market value &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Try add to inventory... &lt;br /&gt;
| Adds item to pawn inventory.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing with wipe mode... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain... &lt;br /&gt;
| Select a ground type or flooring and indicate where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Set terrain (rect)... &lt;br /&gt;
| Select a ground type or flooring and select the area where it should be placed&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} &lt;br /&gt;
| Summons mechanoid cluster to selected point&lt;br /&gt;
|-&lt;br /&gt;
! T: Make [[filth]] x100 &lt;br /&gt;
| Creates filth.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Faction Leader &lt;br /&gt;
| Spawns the leader of a faction.&lt;br /&gt;
|-&lt;br /&gt;
! Spawn world pawn... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn thing set... &lt;br /&gt;
| Spawn a selection of event things&lt;br /&gt;
|-&lt;br /&gt;
! Trigger effecter... &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn [[Shuttle]] {{RoyaltyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Spawn relic{{IdeologyIcon}} &lt;br /&gt;
| Spawns ideology relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Spawning: World mode ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Caravan &lt;br /&gt;
| Spawns random caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Random Faction Base &lt;br /&gt;
| Creates a faction base at selected position.&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Destroy Site &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn Site With Points &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Spawn World Object &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| Removes map selected, with anything on it being permanently deleted. Can softlock the game if used on the home map.&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! T: Transfer &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| Resets the current active map to its default state. &lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| Generates a new map that contains caves.&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| Generates a new map for various encounters. &lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Map management: World mode====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Leak Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Print Leaked Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Add Game Condition &lt;br /&gt;
| Start an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Remove Game Condition &lt;br /&gt;
| End an [[event]] such as a [[heat wave]] or [[toxic fallout]]. &lt;br /&gt;
|-&lt;br /&gt;
! Change Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Regenerate Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Generate Map With Caves &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run Map Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Force Reform in Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Make Colony (full) &lt;br /&gt;
| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Make colony (full).png| make colony (full) command&lt;br /&gt;
Make colony (full) items.png| make colony (full) command&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (animals) &lt;br /&gt;
| For each animal, creates the animal, their desiccated corpse, and one meat and leather.&lt;br /&gt;
|-&lt;br /&gt;
! Make colony (ancient junk){{IdeologyIcon}} &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force downed x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test force kill x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail catastrophic x100 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Surgery fail ridiculous x100  &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test generate pawn x1000 &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! T: Generate Pawns Of All Shapes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Check Region Listers &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test time-to-down &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale All PawnKinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale Humanlikes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Battle Royale By Damagetype &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Custom Structure Generation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Quickspawn structure &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Destroy all hostile pawns on map &lt;br /&gt;
| Immediately removes all hostile pawns from selected tile.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Breeding &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Growth &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Armor &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel By Stuff &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Apparel Insulation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Buildings Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Crops &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Drugs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Floors &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Hediffs Price Impact &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item Accessibility &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Item And Building Acquisition &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipe Skills &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recipes &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Set Make Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thing Smelt Products &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Wool &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Future Incidents Current Map &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Incident Targets List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Arrival Candidates &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Group Gen Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Peace Talks Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Possible Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pod Contents Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Arrivemode Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Faction Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Raid Strategy Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Threats Generator &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kind Things &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Kinds &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generation &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Generators Defs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Trader Stock Market Values &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Animal Behavior &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Combat Balance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Points To Hunt Or Slaughter &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Trade Tags &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Animal Ecosystem &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Backstory Counts Per Tag &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! List Solid Backstories &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Live Pawns Inspiration Chances &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mental Breaks &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Gear Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kind Apparel Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Basics &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Tech Hediff Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Kinds Weapon Usage &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Work Disables Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Butchery &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Races Food Consumption &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Recruit Difficulties Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Thoughts &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Traits Sampled &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Generation Histogram &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! All Graphics Loaded &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Dynamic Draw Things List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Loaded Assets &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Delta &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Report &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Material Snapshot &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Mesh Pool Stats &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand By Curve Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Rand Tests &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Steam Workshop Status &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Test Math Perf &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Database Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Random Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Specific Tales &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Art Descs Taleless &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales Interest &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Database Tales List &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Flavorful Combat Test &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Interaction Logs &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Names From Rulepack &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Pawn Column Test &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Colonist Relative Chance &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Kidnapped Pawns &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Gc &lt;br /&gt;
| Deletes any world pawns except those that the game sees a reason to keep, such as if they are a relative of another pawn or a faction leader. This can help improve performance, as the game will have less pawns to keep track of.&lt;br /&gt;
|-&lt;br /&gt;
! Run World Pawn Mothball &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Dotgraph &lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Gc Breakdown &lt;br /&gt;
| Shows how many world pawns will be deleted by the 'Run World Pawn Gc' option, and how many will be kept, as well as the reasons for keeping them.&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn List &lt;br /&gt;
| Shows a list of all world pawns (pawns that are not currently on the map, but are still being kept track of by the game).&lt;br /&gt;
|-&lt;br /&gt;
! World Pawn Mothball Info &lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Ideology DLC]] Release - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** T: Spawn Relic &lt;br /&gt;
** T: Set Source Precept &lt;br /&gt;
** Add Slave &lt;br /&gt;
** T: Hack 100% &lt;br /&gt;
** T: Hack +10% &lt;br /&gt;
** T: Darklight At Position &lt;br /&gt;
** Set Ideo  &lt;br /&gt;
** T: Suppression +10% &lt;br /&gt;
** T: Suppression -10% &lt;br /&gt;
** T: Clear suppression schedule &lt;br /&gt;
** T: Will +1 &lt;br /&gt;
** T: Will -1 &lt;br /&gt;
** T: Start slave rebellion (random) &lt;br /&gt;
** T: Start slave rebellion (aggressive) &lt;br /&gt;
** T: Enslave &lt;br /&gt;
** Add Precept &lt;br /&gt;
** Remove Precept &lt;br /&gt;
** Trigger Date Ritual &lt;br /&gt;
** Add 5 days to obligation timer &lt;br /&gt;
** Remove ritual obligation &lt;br /&gt;
** Generate 200 ritual names &lt;br /&gt;
** T: Set ideo role... &lt;br /&gt;
** Spawn relic &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Options added: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
** Do trade caravan arrival &lt;br /&gt;
** Atlas Rebuild &lt;br /&gt;
** Add Trade Ship Of Kind .&lt;br /&gt;
** Dump Pawn Atlases &lt;br /&gt;
** Dump Static Atlases &lt;br /&gt;
** T: Glow At Position &lt;br /&gt;
** T: HSV At Position &lt;br /&gt;
** Fill Map With Trees &lt;br /&gt;
** Flash Blocked Landing Cells &lt;br /&gt;
** T: Discard &lt;br /&gt;
** Rotate Clockwise &lt;br /&gt;
** Rotate Counter Clockwise &lt;br /&gt;
** Clear All Fog &lt;br /&gt;
** T: Change Thing Style &lt;br /&gt;
** T: Force sleep then assault colony 	&lt;br /&gt;
** T: Enable wound debug draw &lt;br /&gt;
** Wound debug export (non-humanlike)? &lt;br /&gt;
** T: Change style &lt;br /&gt;
** T: Request style change &lt;br /&gt;
** T: Make Faction leader &lt;br /&gt;
** T: Clear Prisoner Interaction Schedule? &lt;br /&gt;
** T: Indoors -20% &lt;br /&gt;
** T: Needs misc -20% &lt;br /&gt;
** T: Certainty -20% &lt;br /&gt;
** T: Do Voice Call &lt;br /&gt;
** T: Display Relations Info &lt;br /&gt;
** T: Display Interactions Info &lt;br /&gt;
** T: Make guilty &lt;br /&gt;
** Draw breach path &lt;br /&gt;
** Try place near thing with style... 	&lt;br /&gt;
** Try place stack of market value &lt;br /&gt;
** Set terrain (rect)... &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152915</id>
		<title>Flamebow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152915"/>
		<updated>2024-10-02T01:48:24Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: slight readability improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Flamebow&lt;br /&gt;
| image = Flamebow.png&lt;br /&gt;
| description = A simple short selfbow with a load of incendiary arrows. The arrows carry fuel and an igniter. Upon impact, they spray fuel around and ignite it.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 45&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| damage = 6&lt;br /&gt;
| damage type = Arrow&lt;br /&gt;
| armorPenetration = 9&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracyTouch = 75&lt;br /&gt;
| accuracyShort = 65&lt;br /&gt;
| accuracyMedium = 45&lt;br /&gt;
| accuracyLong = 25&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 81&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 44&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13.5&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13.5&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| has quality = True&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = Neolithic, NeolithicRangedFlame&lt;br /&gt;
}}&lt;br /&gt;
The '''flamebow''' is a ranged [[weapon]] added by the [[Biotech DLC]] that spreads fire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Flamebows cannot be crafted. Instead, they can be [[Trade|purchased]] from any traders,{{Check Tag|Which?}} or obtained from raiders from [[Tribes|savage impid tribes]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Flame damage and flammable filth and things}}&lt;br /&gt;
[[File:FlamebowArrow.png|thumb|Projectile]]&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Value proposition, acquisition strategies, hotbox uses etc}}&lt;br /&gt;
Can be deadly in the hands of the enemy if you're unprepared. &lt;br /&gt;
&lt;br /&gt;
Great for fueling ovens, with a high throughput on fire compared to both [[molotov cocktails]] and [[incendiary launcher]]s due to RoF and fuel splash. &lt;br /&gt;
&lt;br /&gt;
It's also a decent area denial tool, if you can afford to burn your map. Good for denying raiders cover.&lt;br /&gt;
&lt;br /&gt;
Be careful around crops and wooden structures, or put out the fire before it spreads.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Flamebow now triggers &amp;quot;pyromaniac has incendiary weapon&amp;quot; thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152914</id>
		<title>Flamebow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152914"/>
		<updated>2024-10-02T01:47:04Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added another short sentence and made my last edit sound less biased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Flamebow&lt;br /&gt;
| image = Flamebow.png&lt;br /&gt;
| description = A simple short selfbow with a load of incendiary arrows. The arrows carry fuel and an igniter. Upon impact, they spray fuel around and ignite it.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 45&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| damage = 6&lt;br /&gt;
| damage type = Arrow&lt;br /&gt;
| armorPenetration = 9&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracyTouch = 75&lt;br /&gt;
| accuracyShort = 65&lt;br /&gt;
| accuracyMedium = 45&lt;br /&gt;
| accuracyLong = 25&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 81&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 44&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13.5&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13.5&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| has quality = True&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = Neolithic, NeolithicRangedFlame&lt;br /&gt;
}}&lt;br /&gt;
The '''flamebow''' is a ranged [[weapon]] added by the [[Biotech DLC]] that spreads fire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Flamebows cannot be crafted. Instead, they can be [[Trade|purchased]] from any traders,{{Check Tag|Which?}} or obtained from raiders from [[Tribes|savage impid tribes]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Flame damage and flammable filth and things}}&lt;br /&gt;
[[File:FlamebowArrow.png|thumb|Projectile]]&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Value proposition, acquisition strategies, hotbox uses etc}}&lt;br /&gt;
Can be deadly in the hands of the enemy if you're unprepared. &lt;br /&gt;
&lt;br /&gt;
Great for fueling ovens, with a high throughput on fire compared to both [[molotov cocktails]] and [[incendiary launcher]]s due to RoF and fuel splash. &lt;br /&gt;
&lt;br /&gt;
It's also a decent area denial tool, if you can afford burning your map. Good for denying cover.&lt;br /&gt;
&lt;br /&gt;
Be careful around crops and wooden structures, or put out the fire before it spreads.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Flamebow now triggers &amp;quot;pyromaniac has incendiary weapon&amp;quot; thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152913</id>
		<title>Flamebow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flamebow&amp;diff=152913"/>
		<updated>2024-10-02T01:45:23Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added a sentence and a half&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Flamebow&lt;br /&gt;
| image = Flamebow.png&lt;br /&gt;
| description = A simple short selfbow with a load of incendiary arrows. The arrows carry fuel and an igniter. Upon impact, they spray fuel around and ignite it.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 45&lt;br /&gt;
| class = Neolithic&lt;br /&gt;
| damage = 6&lt;br /&gt;
| damage type = Arrow&lt;br /&gt;
| armorPenetration = 9&lt;br /&gt;
| range = 22.9&lt;br /&gt;
| accuracyTouch = 75&lt;br /&gt;
| accuracyShort = 65&lt;br /&gt;
| accuracyMedium = 45&lt;br /&gt;
| accuracyLong = 25&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 81&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| burstTicks = &lt;br /&gt;
| velocity = 44&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| mass base = 0.8&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 13.5&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2&lt;br /&gt;
| meleeattack2ap = 13.5&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| has quality = True&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = Neolithic, NeolithicRangedFlame&lt;br /&gt;
}}&lt;br /&gt;
The '''flamebow''' is a ranged [[weapon]] added by the [[Biotech DLC]] that spreads fire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Flamebows cannot be crafted. Instead, they can be [[Trade|purchased]] from any traders,{{Check Tag|Which?}} or obtained from raiders from [[Tribes|savage impid tribes]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Flame damage and flammable filth and things}}&lt;br /&gt;
[[File:FlamebowArrow.png|thumb|Projectile]]&lt;br /&gt;
&lt;br /&gt;
{{Pyromaniac Weapon Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Value proposition, acquisition strategies, hotbox uses etc}}&lt;br /&gt;
Can be deadly in the hands of the enemy if you're unprepared. &lt;br /&gt;
&lt;br /&gt;
Great for fueling ovens, with a high throughput on fire compared to both [[molotov cocktails]] and [[incendiary launcher]]s due to RoF and fuel splash. &lt;br /&gt;
&lt;br /&gt;
It's also a decent area denial tool, if you don't mind burning half of your map. &lt;br /&gt;
&lt;br /&gt;
Be careful around crops and wooden structures, or put out the fire before it spreads.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Flamebow now triggers &amp;quot;pyromaniac has incendiary weapon&amp;quot; thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Texture recreated with higher quality.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mine&amp;diff=149216</id>
		<title>Mine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mine&amp;diff=149216"/>
		<updated>2024-08-13T18:45:54Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added About template disambiguating the explosive mines from the order mine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=General}}&lt;br /&gt;
{{About|the Mining order|the explosive trap|IED trap}}&lt;br /&gt;
{{Main|Orders}}{{#set:Image|File:Mine.png}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[{{Q|Mine|Image}}|left]] The '''mine''' order designates areas of [[stone]], ore, or [[compacted machinery]] to be mined out. [[Colonists]] or [[slave]]s{{IdeologyIcon}} assigned to [[Work#Mine|Mining]] will mine then mine the designated area, or can manually instructed to mine specific tiles. Mining these resources will yield an amount of resources or [[stone chunk]] at a rate dependent on what is mined and the [[Mining Yield]] stat of the colonist.&lt;br /&gt;
&lt;br /&gt;
Colonists can only mine tiles directly adjacent to their current tile and in four cardinal directions. They cannot mine diagonally.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MineOld.png|Old Mine icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|order|wide}}&lt;br /&gt;
[[Category:Orders]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/wiki/Topic:Y55ex09izkc8ats4</id>
		<title>Topic:Y55ex09izkc8ats4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Topic:Y55ex09izkc8ats4"/>
		<updated>2024-05-24T20:16:57Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; created topic summary on Optimal indoors hydroponics basin setup&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_revId=y5e032pkxh0gpcuc&amp;action=single-view</id>
		<title>Topic:Y55ex09izkc8ats4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_revId=y5e032pkxh0gpcuc&amp;action=single-view"/>
		<updated>2024-05-24T20:16:25Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Y55ex09izkc8ats4&quot;&gt;topic&lt;/a&gt; &quot;Optimal indoors hydroponics basin setup&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_postId=y5d7u7m1j23dwy10&amp;topic_revId=y5d7u7m1j23dwy10&amp;action=single-view</id>
		<title>Topic:Y55ex09izkc8ats4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_postId=y5d7u7m1j23dwy10&amp;topic_revId=y5d7u7m1j23dwy10&amp;action=single-view"/>
		<updated>2024-05-24T11:49:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;amp;topic_showPostId=y5d7u7m1j23dwy10#flow-post-y5d7u7m1j23dwy10&quot;&gt;commented&lt;/a&gt; on &quot;Optimal indoors hydroponics basin setup&quot; (&lt;em&gt;Could you give an image link? I don&amp;#039;t have permissions to access that discord message.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_postId=y55ex09izoaaixqc&amp;topic_revId=y55ex09izoaaixqc&amp;action=single-view</id>
		<title>Topic:Y55ex09izkc8ats4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;topic_postId=y55ex09izoaaixqc&amp;topic_revId=y55ex09izoaaixqc&amp;action=single-view"/>
		<updated>2024-05-20T23:44:52Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y55ex09izkc8ats4&amp;amp;topic_showPostId=y55ex09izoaaixqc#flow-post-y55ex09izoaaixqc&quot;&gt;commented&lt;/a&gt; on &quot;Optimal indoors hydroponics basin setup&quot; (&lt;em&gt;I found the new optimal hydroponics setup here: https://old.reddit.com/r/askmath/comments/1cdpwgi/how_many_4x1_rectangles_can_you_pack_in...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y52d5ytqjvll1ikk&amp;topic_postId=y52m5f1fili1oimc&amp;topic_revId=y52m5f1fili1oimc&amp;action=single-view</id>
		<title>Topic:Y52d5ytqjvll1ikk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y52d5ytqjvll1ikk&amp;topic_postId=y52m5f1fili1oimc&amp;topic_revId=y52m5f1fili1oimc&amp;action=single-view"/>
		<updated>2024-05-19T17:35:28Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y52d5ytqjvll1ikk&amp;amp;topic_showPostId=y52m5f1fili1oimc#flow-post-y52m5f1fili1oimc&quot;&gt;commented&lt;/a&gt; on &quot;Unpowered state details&quot; (&lt;em&gt;I&amp;#039;ve just done some experiments, the containment strength stayed the same with an unpowered door, the entity was unable to leave through...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=145711</id>
		<title>Serum lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=145711"/>
		<updated>2024-05-13T07:28:09Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: fixed wrong word, serum lab not bioferrite shaper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Serum lab &lt;br /&gt;
| image = SerumCentrifuge north.png&lt;br /&gt;
| description = A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 725&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| power = -375&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Serum synthesis&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
}}&lt;br /&gt;
The '''serum lab''' is a production building added by the [[Anomaly DLC]] that allows for the creation of [[serum]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
SUMMARY TEXT&lt;br /&gt;
&lt;br /&gt;
Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the serum lab.&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=145710</id>
		<title>Serum lab</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Serum_lab&amp;diff=145710"/>
		<updated>2024-05-13T07:26:56Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added text about the voidsight serum being unlocked alongside the lab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Serum lab &lt;br /&gt;
| image = SerumCentrifuge north.png&lt;br /&gt;
| description = A workbench that uses scavenged archotechnology to create single-use injectable serums. Serums produce diverse and exotic effects through the use of exotic archotech mechanites.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| marketvalue = 725&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| cleanliness = -2&lt;br /&gt;
| power = -375&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
| research = Serum synthesis&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 80&lt;br /&gt;
| resource 4 = Steel&lt;br /&gt;
| resource 4 amount = 100&lt;br /&gt;
}}&lt;br /&gt;
The '''serum lab''' is a production building added by the [[Anomaly DLC]] that allows for the creation of [[serum]]s. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
SUMMARY TEXT&lt;br /&gt;
&lt;br /&gt;
Upon researching the serum lab, you start with the [[Voidsight serum]] unlocked, but other serums require additional research.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
=== Bills ===&lt;br /&gt;
The following items can be crafted at the bioferrite shaper.&lt;br /&gt;
{{Recipe List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|production|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;topic_postId=y4jmwaaq760cvyo4&amp;topic_revId=y4jn509bag6j77lw&amp;action=single-view</id>
		<title>Topic:Y4jmwaaq722anupw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;topic_postId=y4jmwaaq760cvyo4&amp;topic_revId=y4jn509bag6j77lw&amp;action=single-view"/>
		<updated>2024-05-11T05:11:03Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;amp;topic_showPostId=y4jmwaaq760cvyo4#flow-post-y4jmwaaq760cvyo4&quot;&gt;post&lt;/a&gt; on &quot;Butchered corpse not respawning after 3 hours&quot;&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;topic_postId=y4jmwaaq760cvyo4&amp;topic_revId=y4jmwaaq760cvyo4&amp;action=single-view</id>
		<title>Topic:Y4jmwaaq722anupw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;topic_postId=y4jmwaaq760cvyo4&amp;topic_revId=y4jmwaaq760cvyo4&amp;action=single-view"/>
		<updated>2024-05-11T05:06:42Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y4jmwaaq722anupw&amp;amp;topic_showPostId=y4jmwaaq760cvyo4#flow-post-y4jmwaaq760cvyo4&quot;&gt;commented&lt;/a&gt; on &quot;Butchered corpse not respawning after 3 hours&quot; (&lt;em&gt;I have just noticed that after I butchered the corpse, (and my pawn collapsed, see my article edit) the corpse still hasn&amp;#039;t respawned, an...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=145611</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=145611"/>
		<updated>2024-05-10T20:51:29Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: corrected wrong information: I've just had sculptures spawn with normal and good quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc. Page needs categories}}&lt;br /&gt;
{{Rewrite|reason = Needs more subheadings, summary info in analysis, etc. }}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an [[entity]] and item obtained from quests in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The golden cube can be found in [[Events]] in which you are contacted by either a planetary faction{{Check Tag|verify|Which factions?}} or an anonymous AI. The quest giver will ask that you receive some unspecified cargo and refuse any questions about the shipment. Once the quest has been accepted there is a chance that the object which is given to you is the golden cube{{Check Tag|verify|Any other way to obtain? Chance of acquisition}}. Alternatively, the cube can be acquired through the void provocation ritual.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Recode|section=1|reason=[[Template: Thought]] and hediff formatting}}&lt;br /&gt;
Once received, [[colonists]] will begin to obsess over this object{{Check Tag|verify|How often are colonists newly affected by the obsession?}}, starting with the first colonist as soon as the cube spawns.. They gain significant mood bonuses as long as they are allowed to interact with the cube, but also severe penalties to mood if they are separated{{Check Tag|verify|Complete list of mood buffs/debuffs required}}. In addition,  it can inflict a comatose state if the separation goes on too long. You will receive a red warning alert counting up to 100% if this happens. &lt;br /&gt;
&lt;br /&gt;
Colonists will often stop whatever they were tasked with to 'Play' with the cube. Any obsessed colonists will be unable to have their task changed while playing, but can still be drafted. Upon playing with the cube, a colonist will get a {{+|15}} mood increase called &amp;quot;Cube Joy.&amp;quot; Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture]] related to the cube. The building speed of the sculpture of affected by construction skill, with varying quality.{{Check Tag|verify|Which quality values? Good, Normal, and Poor have been confirmed so far.}} Good quality constructions give 8 beauty, normal quality constructions give 4, and poor constructions give 2. The sculpture is constructed from whatever material the colonist is standing on or by. For example, colonists standing around dirt will make dirt sculptures while those on concrete will make scrap or stone sculptures{{Check Tag|verify|verify all possible materials and floor compositions}}. This artwork will provide a stacking {{+|1}} mood buff for each statue to the creator of those statues. This buff does not appear to have a limit except for space to actually build the sculptures. Uninstalling the sculptures does not affect this mood buff, but destroying a sculpture takes away the {{+|1}} as well as inflicting a {{--|5}} to the creator of the sculpture. The negative effect does stack, but its impact is reduced by 20% for each additional stack. These sculptures cannot be deconstructed and must be destroyed by attacks. All of the moodlets are independent from colonist to colonist, so both the positive and negative effects from a cube sculpture only apply to the colonist who built the structure.&lt;br /&gt;
&lt;br /&gt;
If an obsessed colonist is prevented from playing with the cube for an extended period of time, they start going through withdrawal. When they do, they get the &amp;quot;Cube Withdrawal&amp;quot; health condition. The rate at which cube withdrawal worsens increases the more obsessed a colonist is with the cube. At it's initial stage, it results in a consciousness loss of 10% and a {{--|15}} mood penalty. At its moderate severity, it results in a consciousness loss of 15% and a {{--|20}} mood penalty. At its extreme severity, it results in consciousness loss of 20% and a {{--|30}} mood penalty. If withdrawal reaches 100% severity, the affected colonist will immediately fall into a cube coma lasting 3-24 days, the duration depending on the colonists obsession level. Upon waking up from the coma, the colonist will no longer be obsessed with the cube. However, it should be kept in mind that nothing stops the recently woken colonist from immediately become obsessed with the cube again. Destroying the cube using shards with colonists in this coma will wake them.&lt;br /&gt;
&lt;br /&gt;
When enough studies have been conducted on the golden cube{{Check Tag|verify|how many?}}, an option to permanently deactivate it becomes available which requires 1 [[Archotech]] [[Shard]]. This destroys the cube and breaks its hold over your colony. However, doing so will send any currently obsessed colonists who are not in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Any affected colonists within a [[caravan]] at the time of destruction will leave the colony permanently. Colonists who are obsessed with the cube will not willingly destroy it, so this action must be performed by an unaffected colonist. Temporary pawns from quests may deactivate the cube so long as they are not currently affected{{Check Tag|verify|Can temporary pawns become obsessed?}}. The Cube can be easily disposed of via Caravan dumping or [[transport pod]], but doing so does not remove a colonists obsession with it. This means that if you get rid of the cube but do not destroy it, all colonists obsessed with the cube will eventually develop cube withdrawal and fall into a coma. However, if you are willing to wait out the coma duration of 3-24 days , your colonists will wake up without an obsession with the cube. &lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 144-167 Gold{{Check Tag|verify|Is this amount based on variables such as construction skill?}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken that the colony is able to reliably deal with adverse side effects brought on by the entity. The introduction of the cube may severely cut down on overall productivity, but also grant a substantial mood bonus to any colonist allowed to consistently interact with the golden cube. Colonies with many pawns who are constantly in danger of mental breaking may find a use, as the huge mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpture making can prove troublesome as it not only wastes a pawns time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [Stockpile Zone] or a [shelf] for the cube can ensure that it always returns to a specific viewing point.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
If kept away from the cube for extended periods of time, obsessed colonists will begin going through cube withdrawal. Withdrawal starts as a slight reduction in consciousness and a mood reduction (similarly to a drug) and eventually escalates into a coma. Colonists who fall into this coma cannot be woken for 3-24 days or until the cube is destroyed. Allowing an obsessed pawn to play with the cube will get rid of their withdrawal.&lt;br /&gt;
&lt;br /&gt;
Destruction of the cube can be both difficult and dangerous. If all of your colonists are obsessed there will be no way to conventionally deactivate the object, as affected colonists refuse to do so. Any unaffected colonists should be ready to promptly secure and subdue obsessed pawns who go berserk. Be sure to return any affected colonists to the home map before destroying the golden cube, otherwise they will permanently leave. This is likely intended to force affected pawns into the Berserk state and prevent them from avoiding this by caravanning away.&lt;br /&gt;
&lt;br /&gt;
Placing an affected colonist in a [[Cryptosleep casket]] will result in them escaping the casket and beginning a berserk rage mental break normally.  Anesthetized colonists will be unaffected by the cube's destruction and will not suffer from cube withdrawal, so if you can manage it, this may be the safest option.  Even the slightest amount of cube fascination will result in berserk break when the cube is destroyed; the meter doesn't need to be full.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=145510</id>
		<title>Harbinger tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Harbinger_tree&amp;diff=145510"/>
		<updated>2024-05-08T08:07:02Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added 'how much?' tag, it would be nice to know how much meat they produce compared to how much is consumed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Harbinger tree&lt;br /&gt;
| image = Harbinger tree.png&lt;br /&gt;
| description = A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
| 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 = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 230&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| beauty outdoors = -10&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.50&lt;br /&gt;
| fertility sensitivity = 0.50&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
The Harbinger tree is a tree added by the Anomaly DLC. It is capable of consuming corpses and meat placed around it. It can eat both rotten and fresh corpses, as well as all forms of meat (insect, human, twisted). When cut down, it provides a small amount of twisted meat{{Check Tag|How much?}} as well as [[Bioferrite]]. It does not appear to be dangerous in any way.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
The growth rate of a harbinger tree scales with the amount of corpses and nutrition scattered around it. Upon reaching maturity, a harbinger tree has a chance to spawn another harbinger tree nearby. &lt;br /&gt;
&lt;br /&gt;
[[Harbinger seed]]s can be acquired as a [[quest]] reward.{{Check Tag|Other ways?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Harbinger trees provide a low-tech, no power method to get rid of corpses without using fire or an [[Electric crematorium]].&lt;br /&gt;
&lt;br /&gt;
This is vital for tribal or low-tech settlements who want to reduce the number of potential [[Shambler]]s on the map during a [[Deathpall]] or similar event, as there is no limit to the number of times a corpse can be turned into a shambler. Note that shamblers can still reanimate from corpses in the process of being consumed by harbinger trees, however said shamblers will be weakened since non-vital bodyparts digested by harbinger trees will not regenerate on reanimation. &lt;br /&gt;
&lt;br /&gt;
Eating twisted meat provided by the trees triggers a -10 mood thought, however non-cannibal colonists eating raw [[human meat]] from corpses provides a -20 mood thought. Therefore, the tree can be used by non-cannibal colonies to recycle human meat into less-negative twisted meat by feeding it corpses if food is dire.&lt;br /&gt;
&lt;br /&gt;
Later on, harbinger trees can be used as a source of twisted meat for mid and late game recipes like the [[Juggernaut serum]] without having to fight and butcher dangerous entities like [[Fleshbeast|Fleshbeasts]].&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&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>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Security_door&amp;diff=144973</id>
		<title>Security door</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Security_door&amp;diff=144973"/>
		<updated>2024-05-01T20:27:07Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added analysis section comparing plasteel and stone autodoors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Security door&lt;br /&gt;
| description = A heavily reinforced door. It is slow to open and requires electricity, but is very strong. It's a good choice if you want to keep something dangerous out - or in. The door requires walls on either side to function.&lt;br /&gt;
| image = SecurityDoor MenuIcon south.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Structure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
*2x1 [[door]]&lt;br /&gt;
*Requires [[wall]]s on both sides of the door &amp;amp; 50 W of power&lt;br /&gt;
*Boosts containment&lt;br /&gt;
*100% door open speed&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The security door has nearly double HP compared to a single plasteel autodoor, (448 vs 800) and doesn't require steel, but a plasteel autodoor has half the cost in plasteel, and opens 4x quicker.&lt;br /&gt;
If you have the space (and 80 steel + 2 extra components) for two plasteel autodoors, then they would have more HP, (896 vs 800) and open twice as fast.&lt;br /&gt;
&lt;br /&gt;
The security door opens slightly faster than two stone autodoors, (90% vs 100%) and has 260 more HP (assuming granite autodoors) than two of them as well. (540 vs 800)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]] [[Category:Door]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y303asspb6wptlxg&amp;topic_postId=y303asspbaus1pvo&amp;topic_revId=y303asspbaus1pvo&amp;action=single-view</id>
		<title>Topic:Y303asspb6wptlxg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y303asspb6wptlxg&amp;topic_postId=y303asspbaus1pvo&amp;topic_revId=y303asspbaus1pvo&amp;action=single-view"/>
		<updated>2024-04-16T06:41:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Y303asspb6wptlxg&amp;amp;topic_showPostId=y303asspbaus1pvo#flow-post-y303asspbaus1pvo&quot;&gt;commented&lt;/a&gt; on &quot;article name is misspelled, says &amp;#039;supressor&amp;#039; instead of &amp;#039;suppressor&amp;#039;&quot; (&lt;em&gt;I would fix this myself, but I do not know how&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=142384</id>
		<title>Stoneskin gland</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stoneskin_gland&amp;diff=142384"/>
		<updated>2024-03-13T20:37:30Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: Added a section that analyzes how the stoneskin gland affects beauty when compared to other things, using part of the Beauty_(Pawn) article as a template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Stoneskin gland&lt;br /&gt;
| image = Health item bionic.png|Stoneskin gland&lt;br /&gt;
| description = This bionic gland releases chemicals and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 50&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Skin hardening&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 8&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| marketvalue  = 1920&lt;br /&gt;
| armorblunt  = 30&lt;br /&gt;
| armorsharp  = 70&lt;br /&gt;
| armorheat  = 50&lt;br /&gt;
| mass base = 4&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes&lt;br /&gt;
| layer = Internal&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| tags = ArmorGland&lt;br /&gt;
| incompatibleWithHediffTags = ArmorGland&lt;br /&gt;
}}&lt;br /&gt;
The '''Stoneskin Gland''' is an implant added by the [[Royalty DLC]] that gives the host pawn natural armor, in exchange for making them uglier and slower. It is the most protective and has the largest penalties of the three skin gland implants, being stronger than both the [[Toughskin gland|toughskin]] and [[armorskin gland|armorskin]] glands.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Stoneskin glands can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. The required [[techprint]] can be obtained either by [[trade]] or completing [[quests]] for the [[Empire]]. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=General, also see also standard of [[Prosthetic leg]] re capacities et al}}&lt;br /&gt;
Pawns that are implanted with a stoneskin gland gain a bonus to Sharp/Blunt/Heat Armor by {{P|Armor - Sharp}}/{{P|Armor - Blunt}}/{{P|Armor - Heat}}% respectively, considered as its own layer for the purposes of [[Apparel#Protection|armor calculations]]. It also reduces [[pawn beauty]] by 2 and multiplies [[moving]] by 85%, a 15% reduction. In turn, the penalty to moving reduces the [[move speed]], [[hunting stealth]], and [[melee dodge chance]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
The armor rating of the gland still protects body parts replaced by [[artificial body parts]], even if they would not logically have skin. This is likely to prevent them from being a detriment to survivability.  &lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
Stoneskin glands provide a moderate amount of protection. While not to the point where it's &amp;quot;very difficult&amp;quot; to hurt a user as the description implies, a 30% to 40% reduction in incoming DPS for most weapons is significant, and better than that of a set of [[Quality|normal]] [[steel]] [[plate armor]] while also stacking with any armor option.&lt;br /&gt;
&lt;br /&gt;
Comparison table of the three types:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Type !! colspan=3 | Armor !! rowspan=2 | [[Moving]] !! rowspan=2 | [[Beauty (Pawn)|Beauty]]&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt !! Heat &lt;br /&gt;
|-&lt;br /&gt;
! [[Toughskin gland]] &lt;br /&gt;
| {{Q|Toughskin gland|Armor - Sharp}}% || {{Q|Toughskin gland|Armor - Blunt}}% || {{Q|Toughskin gland|Armor - Heat}}% || '''×95''' || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] &lt;br /&gt;
| {{Q|Armorskin gland|Armor - Sharp}}% || {{Q|Armorskin gland|Armor - Blunt}}% || {{Q|Armorskin gland|Armor - Heat}}% || '''×90''' || {{--|1}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] &lt;br /&gt;
| {{Q|Stoneskin gland|Armor - Sharp}}% || {{Q|Stoneskin gland|Armor - Blunt}}% || {{Q|Stoneskin gland|Armor - Heat}}% || '''×85''' || {{--|2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sharp !! Blunt &lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name   = Toughskin (Sharp) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Sharp}} &lt;br /&gt;
| set2name   = Armorskin (Sharp) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Sharp}} &lt;br /&gt;
| set3name   = Stoneskin (Sharp) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Sharp}} &lt;br /&gt;
}}&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name   = Toughskin (Blunt) &lt;br /&gt;
| set1armor1 = {{Q|Toughskin gland|Armor - Blunt}} &lt;br /&gt;
| set2name   = Armorskin (Blunt) &lt;br /&gt;
| set2armor1 = {{Q|Armorskin gland|Armor - Blunt}}  &lt;br /&gt;
| set3name   = Stoneskin (Blunt) &lt;br /&gt;
| set3armor1 = {{Q|Stoneskin gland|Armor - Blunt}} &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A stoneskin gland severely reduces the beauty of a pawn, which causes a {{--|40}} [[opinion]] debuff from other pawns.&lt;br /&gt;
&lt;br /&gt;
[[Disfigurement]] adds -15 opinion and while it doesn't affect the beauty stat of a pawn, it disables the effect of positive beauty on the pawn. Disfigurement stacks with the effect of negative beauty possibly leading to -55 opinion on a pawn with less than or equal to -2 beauty.&lt;br /&gt;
&lt;br /&gt;
It should be noted that a beauty greater than {{+|}}/{{--|}} 2 does not have any effects on gameplay, aside from the above mentioned disfigurement.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the total effects of the stoneskin gland, combined with other things that modify beauty.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! [[Beautiful]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{0}}&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! [[Pretty]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! [[Ugly]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| -40&lt;br /&gt;
|- &lt;br /&gt;
! [[Staggeringly ugly]]&lt;br /&gt;
| [[Trait]]&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Genes#Very attractive|Very attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{0}}&lt;br /&gt;
| 0&lt;br /&gt;
|- &lt;br /&gt;
! [[Genes#Attractive|Attractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! [[Genes#Unattractive|Unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| -40&lt;br /&gt;
|- &lt;br /&gt;
! [[Genes#Very unattractive|Very unattractive]] {{BiotechIcon}}&lt;br /&gt;
| [[Gene]]&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| -40&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] initial release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Toughskin gland|toughskin]], [[armorskin gland|armorskin]], and stoneskin glands no longer stack&lt;br /&gt;
* [[Version/1.1.2598|1.1.2598]] - Adjusted from 50/40/70%  to 70/30/50%&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.4.3704&amp;diff=142383</id>
		<title>Version/1.4.3704</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.4.3704&amp;diff=142383"/>
		<updated>2024-03-13T20:40:45Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: renamed the 'bug' section to 'bugs'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
&lt;br /&gt;
Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. :)&lt;br /&gt;
Changelog is below! And if you encounter a bug, please share it over on our Official RimWorld Development Discord.&lt;br /&gt;
Cheers! - Tia&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* Updated player name-in-game content.&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* Fixed some typos.&lt;br /&gt;
* Fix: Magenta square fetus graphics when reloading.&lt;br /&gt;
* Fix: Pawns leaving map have their assignments reset.&lt;br /&gt;
* Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
* Fix: [[Gibbet cage]] description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
This version added a bug where prisoners would occasionally not give any faction goodwill on release.&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=y0xnekmv20vczuis&amp;topic_revId=y0xnekmv20vczuis&amp;action=single-view</id>
		<title>Topic:Xdahgmikruqtjj9g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=y0xnekmv20vczuis&amp;topic_revId=y0xnekmv20vczuis&amp;action=single-view"/>
		<updated>2024-03-13T20:39:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;amp;topic_showPostId=y0xnekmv20vczuis#flow-post-y0xnekmv20vczuis&quot;&gt;commented&lt;/a&gt; on &quot;Blight Radius&quot; (&lt;em&gt;I&amp;#039;ve just realized I forgot to update it, the issue was caused by RimThreaded, I apologize for not updating this sooner.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.4.3704&amp;diff=142370</id>
		<title>Version/1.4.3704</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.4.3704&amp;diff=142370"/>
		<updated>2024-03-11T13:28:59Z</updated>

		<summary type="html">&lt;p&gt;Moosetwin: added note about a bug added by this version, thank you 'basics :)' on steam for the info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
&lt;br /&gt;
Hello hello! There's a little update today that fixes a bug where colonist assignments were removed when you entered a caravan, plus some other useful changes. :)&lt;br /&gt;
Changelog is below! And if you encounter a bug, please share it over on our Official RimWorld Development Discord.&lt;br /&gt;
Cheers! - Tia&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
* Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* Updated player name-in-game content.&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* Fix: Load stack count is incorrect for caravan itab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* Fixed some typos.&lt;br /&gt;
* Fix: Magenta square fetus graphics when reloading.&lt;br /&gt;
* Fix: Pawns leaving map have their assignments reset.&lt;br /&gt;
* Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
* Fix: [[Gibbet cage]] description mentions they are made of &amp;quot;steel&amp;quot; but can actually be made of any metal.&lt;br /&gt;
&lt;br /&gt;
This version added a bug where prisoners would occasionally not give any faction goodwill on release.&lt;/div&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=xdahgmikryovrn7o&amp;topic_revId=xdahj9jnzg2v5h6s&amp;action=single-view</id>
		<title>Topic:Xdahgmikruqtjj9g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=xdahgmikryovrn7o&amp;topic_revId=xdahj9jnzg2v5h6s&amp;action=single-view"/>
		<updated>2023-02-25T18:22:41Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;amp;topic_showPostId=xdahgmikryovrn7o#flow-post-xdahgmikryovrn7o&quot;&gt;post&lt;/a&gt; on &quot;Blight Radius&quot;&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=xdahgmikryovrn7o&amp;topic_revId=xdahgmikryovrn7o&amp;action=single-view</id>
		<title>Topic:Xdahgmikruqtjj9g</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;topic_postId=xdahgmikryovrn7o&amp;topic_revId=xdahgmikryovrn7o&amp;action=single-view"/>
		<updated>2023-02-25T18:21:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Moosetwin (page does not exist)&quot;&gt;&lt;bdi&gt;Moosetwin&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Moosetwin&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Moosetwin (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Moosetwin&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Moosetwin&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xdahgmikruqtjj9g&amp;amp;topic_showPostId=xdahgmikryovrn7o#flow-post-xdahgmikryovrn7o&quot;&gt;commented&lt;/a&gt; on &quot;Blight Radius&quot; (&lt;em&gt;Have not noticed blight going further than 3 tiles on version 1.4.3613. My mods are (in order): Harmony (The DLCs) Cleaning Priority (con...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Moosetwin</name></author>
	</entry>
</feed>