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		<title>Children</title>
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		<summary type="html">&lt;p&gt;MortalSmurph: /* Capabilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are human pawns from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their &amp;quot;true&amp;quot; age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].  &lt;br /&gt;
&lt;br /&gt;
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the &amp;quot;Child&amp;quot; stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.&lt;br /&gt;
&lt;br /&gt;
For more explanation of aging rate, see [[#Aging]].&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s and are valid for any [[Reproduction|non-reproductive]] [[surgery]], including [[organ harvesting]]. However, children are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they have less health, can store less [[nutrition]], and receive stronger effects from [[drug]]s. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, and lose their Learning need. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
=== Noncombatants ===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.&lt;br /&gt;
&lt;br /&gt;
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a &amp;quot;noncombatant&amp;quot; child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' [[need]], which replaces Recreation. They satisfy the need by satisfying one of their [[#Learning desires|learning desires]], which they usually have 2. The need gives mood buffs or debuffs, [[Recreation#Recreation_thresholds|analogous to Recreation]] at the same level, and, most importantly, it increases their [[#Growth score|growth score]].&lt;br /&gt;
&lt;br /&gt;
When a child decides what to do in accordance with their [[schedule]], they may choose learning. The following conditions should be met for the child to actually start learning:&lt;br /&gt;
* The current schedule hour is set to anything but &amp;quot;Work&amp;quot;. Notably, for the &amp;quot;Sleep&amp;quot; schedule assignment, learning has a higher priority than sleeping (unlike adults, who go to sleep if the Sleep need is below {{Bad|75%}}, children prefer learning to sleeping, if possible (see other limitations)).&lt;br /&gt;
* Learning need is below {{Bad|90%}}.&lt;br /&gt;
* A learning desire can be satisfied (see descriptions of individual desires for possible limitations). If both desires can be satisfied, one is randomly selected.&lt;br /&gt;
* Food need is {{Good|≥34%}} and Sleep need is {{Good|≥38%}}.&lt;br /&gt;
&lt;br /&gt;
The mood level doesn't matter.&lt;br /&gt;
&lt;br /&gt;
Once learning begins, it will continue until either Learning need reaches {{Good|99.9%}} (visible as {{Good|100%}} due to rounding), or it is interrupted (by the child needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types). After an interruption, if their Learning is below 90%, they may resume learning, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.&lt;br /&gt;
&lt;br /&gt;
Learning is '''not''' interrupted if the child loses desire for the currently performed learning type.&lt;br /&gt;
&lt;br /&gt;
The speed with which children fulfill their Learning need is affected by the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
=== Learning desires ===&lt;br /&gt;
At any one point, a child has 1 or 2 of the learning desires, listed below. They are shown as pictograms above the Learning need bar. When a baby reaches age of 3 and becomes a child, they get the first desire which is randomly selected. Then, they repeatedly gain a random new desire in random time intervals ranging from {{ticks/gametime|20000}} to {{ticks/gametime|40000}}, averaging to 2 desires daily. The desires form a queue with a maximum length of 2 (the new desire is added to the end of list, and if the number of items exceeds 2, the first item is removed).&lt;br /&gt;
&lt;br /&gt;
When a new desire is selected, it never repeats an active one (including the one that is to be removed from the queue). Also, ''Radio talking'' isn't chosen before [[Microelectronics]] is researched; this is the only safeguard against choosing a desire which is currently impossible to satisfy. Desires which are not ruled out by these restrictions have equal probability of being chosen, except ''Lesson taking'', which has {{Good|x2.5|normal}} higher weight (probability) than the others. It is perfectly possible to get a learning desire which is impossible to satisfy. Each of them has a number of blocking conditions, and the mentioned Microelectronics research thing is the only condition that is consciously avoided.&lt;br /&gt;
&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt. Unlike other types of filth, however, it does not have any effect on [[beauty]].&lt;br /&gt;
&lt;br /&gt;
==== Lesson taking ====&lt;br /&gt;
Requires an awake adult that is capable of teaching (a teacher). The child (student) will sit at a [[school desk]]. The teacher can be prioritized to teach the child on a currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard]]s near the school desks at which the lesson takes place. It also trains the teacher's Social skill.&lt;br /&gt;
&lt;br /&gt;
Teaching lessons improves the child's opinion of the teacher, for {{+|8}} ''Taught me a skill''. The teacher will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
&lt;br /&gt;
A colonist can be a teacher if they:&lt;br /&gt;
* Are an adult&lt;br /&gt;
* Are awake&lt;br /&gt;
* Have Food need {{Good|≥34%}} and Sleep need {{Good|≥38%}}&lt;br /&gt;
* Are capable of childcare and has it enabled in the Work menu&lt;br /&gt;
* Can [[Talking|talk]]&lt;br /&gt;
* Belong to the player's faction (neither [[guest]] nor quest lodger)&lt;br /&gt;
* Can reach the child avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Are not [[drafted]]&lt;br /&gt;
* Are neither in a [[mental break]] nor [[Mental break#Special|mental state]]&lt;br /&gt;
* Are not [[downed]]&lt;br /&gt;
* Are not burning&lt;br /&gt;
* Don't have a lord{{Check Tag|Clarify|This condition is checked in the game's code, but it is unclear how a colonist may have a lord.}}&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while &amp;quot;running&amp;quot;, but will quickly go back.&lt;br /&gt;
&lt;br /&gt;
Experimentation seems to indicate that{{Check Tag|verification needed}}:&lt;br /&gt;
* It needs to be a number of tiles away from anything player-owned (floors don't count), 43 tiles of space is enough but less is possible using a very specific pattern (see image)&lt;br /&gt;
* These tiles need to be as empty as possible, ideally when building under overhead mountain a collapsed rocks or unmined tile 6 spaces away from any other is sufficient (it's unclear how much wiggle room is there)&lt;br /&gt;
* There's no need for this tile to be outdoors, however dev placed natural tiles such as collapsed rocks are counted as artificial somehow&lt;br /&gt;
&lt;br /&gt;
The dimensions of the image are 36x36, 41x36 (vertical) and 48x36 (horizontal). 41x48 and possibly 48x41 should work as well with minimal wasted space.&lt;br /&gt;
&lt;br /&gt;
==== Radio talking ====&lt;br /&gt;
The desire doesn't appear before [[Microelectronics]] is researched, which is required for building the [[comms console]]. A console is used by the child for chatting with people over the radio. The child will stop radio talking if the console is used for other purposes, such as trading with a trade ship or contacting another faction.&lt;br /&gt;
&lt;br /&gt;
The child uses the nearest comms console, which is:&lt;br /&gt;
* Powered&lt;br /&gt;
* Allowed&lt;br /&gt;
* Reachable, avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Not reserved by another pawn&lt;br /&gt;
&lt;br /&gt;
If no such console is found, the desire cannot be satisfied.&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
{{stub|section=1|reason=Lack of mechanics - also propagate to [[books]] and the pages for the types of books.&lt;br /&gt;
Reports that:&lt;br /&gt;
* The normal effects of books still apply to children reading books - they gain skills from textbooks and provide research from schematics&lt;br /&gt;
* That because you can force children to read, unlike other learning types, so when their learning is lagging you can force them to read to catch up.}}&lt;br /&gt;
Children can read [[books]] to fulfill their learning need. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
&lt;br /&gt;
The normal effects of a book still apply to children, allowing them to increase their skills they have access to while reading, allowing their skills to be even more developed.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
&lt;br /&gt;
Bad [[weather]] does '''not''' prevent sky dreaming.&lt;br /&gt;
&lt;br /&gt;
Experimentation results suggest that for a spot to be viable for sky dreaming it must have no artificial tiles or objects in the ground within 36 tiles (floors are fine so concrete can be used to get them away from danger faster). This distance seems to be direct (as the crow flies) rather than via squares (manhattan distance) so it might be difficult to adjust perfectly outside trial and error for a &amp;quot;skydreaming shelter&amp;quot; for children.{{Check Tag|Verification needed}}&lt;br /&gt;
&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work). Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10). Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).&lt;br /&gt;
&lt;br /&gt;
=== Growth score ===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. Growth points are not gained when the Learning need is frozen, such as in a [[growth vat]] or [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.&lt;br /&gt;
&lt;br /&gt;
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.&lt;br /&gt;
&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.&lt;br /&gt;
&lt;br /&gt;
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3-4 (50-50 chances) from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%. This gives a margin for error with respect to the maximum growth tier goal of &amp;quot;average Learning ≥ 90%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The table below shows linear values required for a child to hit 162 by the next Growth Point. As the first Growth Period (3 to 7) is longer but grants fewer points per day, it has a separate set of columns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| 3-7 Years !! colspan=&amp;quot;3&amp;quot;| 7-10/10-13&lt;br /&gt;
|-&lt;br /&gt;
! Years !! Days !! Average Points !! Years !! Days !! Average Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 15 || 10 || 0 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 30 || 20 || 0 || 30 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 45 || 30 || 0 || 45 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 41 || 1 || 0 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || 51 || 1 || 15 || 68&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 61 || 1 || 30 || 81&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 71 || 1 || 45 || 95&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 81 || 2 || 0 || 108&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || 91 || 2 || 15 || 122&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 30 || 101 || 2 || 30 || 135&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 45 || 111 || 2 || 45 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 122 || 3 || 0 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 132 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 142 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 45 || 152 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || 162 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
{{Stub|section=1|reason=Can a child ever have a backstory or trait that disables a work type?}}&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that informs the player what work types the child is now capable of doing and the player to pick additional traits and passions. The number of skills and traits available to choose from increases according to the Growth tier reached by that growth moment (see above table).&lt;br /&gt;
&lt;br /&gt;
What skills are chosen is completely random; working one type of work over another or what learning types are used to fill the Learning bar have no effect. A child can even gain a passion in a skill in which they have awful [[Genes#Aptitudes|aptitude]], so it's not possible to exclude undesired skills via genetic modification.&lt;br /&gt;
&lt;br /&gt;
Two restrictions technically apply to the skill pool from which passion gain options are picked:&lt;br /&gt;
* skills disabled by backstories are removed from the pool, unless the child is enslaved at the time of the growth moment&lt;br /&gt;
* skills disabled by already-possessed traits are likewise removed, unless that trait is suppressed by a gene at the time of the growth moment&lt;br /&gt;
&lt;br /&gt;
Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion.&lt;br /&gt;
&lt;br /&gt;
Passions chosen for skills the child cannot yet use will be hidden and not appear on the bio tab, but ARE properly applied, and will become visible once the child reaches an age that allows them to use that skill. For example, if you choose to give a child a passion for Shooting, Construction, and Intellectual on their 7th birthday, the Shooting passion will be immediately visible (as children of ages 3 and up can shoot), whereas the Construction passion will not appear until the child's 10th birthday, and the intellectual passion won't until their 13th, as those are the ages at which those skills become available to children.&lt;br /&gt;
&lt;br /&gt;
Only one trait can be selected per Growth moment. Traits that are mutually exclusive with previously selected traits or Genes will not appear on future Growth moments. When at least three traits are available to be chosen from, there's a 35% chance that one of the available options will be &amp;quot;no trait&amp;quot;. This option can be selected if no trait is preferable to the traits offered.&lt;br /&gt;
&lt;br /&gt;
You may choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
! Age || Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
! Age || Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this &amp;quot;growth moment&amp;quot; does not come with traits or passions.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive up to 2 notifications. The first is &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines. &lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;. The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in, randomly determined from weightings based on who interacted with the child and how. For further details, see the [[#Ideoligion|Ideoligion]] section.&lt;br /&gt;
&lt;br /&gt;
In addition, you'll have 12 hours to decide whenever to make the child a colonist or a [[slave]],{{IdeologyIcon}} depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman/slave? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[opinion]] modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 &amp;amp; 10 ====&lt;br /&gt;
Ages 7 and 10 are ordinary growth moments. Your child will gain a selection of passions and traits, with available choices corresponding to the [[#Development|Learning]] need. They will remain a child after either age threshold, but will gain access to more work types in the process.&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning. In addition, they finally lose their {{+|4}} ''Childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday. They also have a chance to gain a [[Traits#Asexual|sexuality trait]], separate from the growth moment trait choice (if they receive none, they will be considered heterosexual). Some kids get special changes upon turning 13. &lt;br /&gt;
&lt;br /&gt;
Children will receive the childhood [[background]] of Tribal Child or Colony Child, dependent on if you started as a [[New Tribe]] or as [[New Arrivals]]. Alternatively, they will receive Vatgrown Child if they spent enough time in a [[growth vat]] - this removes the Natural [[meditation|meditation focus]], if it was present. Their adult backstory will be set to Tribe Member or Colonist, respectively.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
Children also have penalties to melee damage and [[Shooting Accuracy]],the stat factor [[Shooting Accuracy Multiplier (Child)|ShootingAccuracyChildFactor]] limits the maximum ShootingAccuracy of child. the meleeDamageFactor(not the stat factor of [[Melee Damage Factor|MeleeDamageFactor]]) defined in LifeStage limits the Melee Damage for Children and teens,The rates are as follows: children(3–8):0.7, preteens(9–12):0.725, teens(13–17):0.75, adult(18-): 1 . the Melee Damage will be multiplied by the meleeDamageFactor.&lt;br /&gt;
&lt;br /&gt;
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Aiming Time]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Melee Hit Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Arrest Success Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Global Work Speed]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Encouraged'' increases Global Work Speed by {{+|20%}} until 13.&lt;br /&gt;
&lt;br /&gt;
==== Move speed ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!'''Age'''&lt;br /&gt;
| 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
!  '''Speed Factor''' &lt;br /&gt;
| x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|-&lt;br /&gt;
! '''Move Speed'''&amp;lt;ref&amp;gt;Assuming no other effect that alters move speed&amp;lt;/ref&amp;gt;&lt;br /&gt;
| ''N/A'' || {{#expr:{{Q|Human|Move Speed Base}} * 0.75}} {{CS}} || {{#expr:{{Q|Human|Move Speed Base}} * 0.85}} {{CS}} || {{#expr:{{Q|Human|Move Speed Base}} * 0.95}} {{CS}} || {{Q|Human|Move Speed Base}} {{CS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Market value ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Body size ====&lt;br /&gt;
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Child age over time&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart&lt;br /&gt;
|width = 300&lt;br /&gt;
|height = 300&lt;br /&gt;
|xAxisTitle = Biological age (years)&lt;br /&gt;
|yAxisTitle = Chronological age (years)&lt;br /&gt;
|legend = Child age rate&lt;br /&gt;
|type = line&lt;br /&gt;
|x =  0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y1 = 0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y2 = 0, 1.5   ,5.50, 6.01, 6.55, 7.14, 7.76, 8.42, 9.14, 9.93, 10.78, 11.73, 13.73&lt;br /&gt;
|y3 = 0, 1   ,3.66, 4.01, 4.38, 4.79, 5.24, 5.74, 6.30, 6.95, 7.70,  8.60,  10.60&lt;br /&gt;
|y4 = 0, 0.75,2.75, 3.01, 3.29, 3.61, 3.96, 4.36, 4.82, 5.37, 6.03,  6.89,  8.89&lt;br /&gt;
|y5 = 0, 0.60,2.20, 2.40, 2.64, 2.89, 3.18, 3.52, 3.91, 4.38, 4.98,  5.80,  7.80&lt;br /&gt;
|y6 = 0, 0.50,1.83, 2.00, 2.20, 2.41, 2.66, 2.95, 3.29, 3.70, 4.25,  5.03,  7.03&lt;br /&gt;
|y7 = 0, 0.15,0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85, 0.90&lt;br /&gt;
|y8 = 0, 0.15,0.43, 0.46, 0.50, 0.54, 0.57, 0.61, 0.65, 0.68&lt;br /&gt;
|y1Title = 100% (Real-time)&lt;br /&gt;
|y2Title = 200%&lt;br /&gt;
|y3Title = 300%&lt;br /&gt;
|y4Title = 400% (Default)&lt;br /&gt;
|y5Title = 500%&lt;br /&gt;
|y6Title = 600%&lt;br /&gt;
|y7Title = 2000% (Growth vat)&lt;br /&gt;
|y8Title = 2600% (Vat w/ precept)&lt;br /&gt;
|xGrid =&lt;br /&gt;
|yGrid =&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#c8c8c8,#b4b4b4,#8c8c8c,#646464,#3c3c3c,#141414,#00aacc,#00ddff&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Increasing the growth rate lowers a pawn's chronological age at any given biological age. For example, at 200% aging, it takes ~10 years to reach age 18, and at 400% aging, it takes ~5.4 years (assuming 100% adult aging speed).&lt;br /&gt;
&lt;br /&gt;
A pawn with the [[ageless]] [[gene]] will linearly age slower after 13, before coming to a complete halt at 18.5.  With this gene and the default rates, a pawn will take 429 days (7.15 years) between ages 13 and ''17'', then a further 362 days (~6 years) to reach age 18. A growth vat can be used to decrease this time, if so desired.&lt;br /&gt;
&lt;br /&gt;
The fastest a pawn can age is in a growth vat from birth with the '''Growth vats: Essential''' [[Precepts#Growth vats|precept]]{{IdeologyIcon}}, where they reach adulthood in only ~40.5 days, after which they will age according to the set aging rate. Note that these values won't be accurate if a pawn has the ageless gene, spends time both in and out of growth vats, or the aging rates are altered in the storyteller settings mid-gameplay.&lt;br /&gt;
&lt;br /&gt;
== Wearable clothing ==&lt;br /&gt;
Being much smaller than adults, children can only wear a limited selection of clothing, mostly consisting of headwear:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Lifestage::~Child*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Worked example}}&lt;br /&gt;
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection. &lt;br /&gt;
&lt;br /&gt;
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:&lt;br /&gt;
* {{+|0.5}} for any social interaction.&lt;br /&gt;
* {{+|1.0}} for carrying the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for breastfeeding the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.&lt;br /&gt;
These interactions are remembered forever until the baby transitions into a child.&lt;br /&gt;
&lt;br /&gt;
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one &amp;quot;great&amp;quot; trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child. &lt;br /&gt;
&lt;br /&gt;
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. Children do not actually require much adult supervision to grow and learn. Set an [[allowed area]] so that they won't wander too far from your base, and children will develop to become a fairly powerful colonist. However, to reach the highest growth level of 8, you need to ensure that their average learning need is at least 90% (even while sleeping). As children will not start learning unless their learning need is already below 90%, this requires more careful management, especially for children under the age of 7.&lt;br /&gt;
&lt;br /&gt;
To fulfill their learning, you may need to:&lt;br /&gt;
* Build a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, allow the child outside, and get at least 1 [[book]] to cover all possible Learning types. In practice, you can skip out on 1-2 types, and still reach growth level 8, just hope that the types you skip don't come up together at the same time.&lt;br /&gt;
* Constantly monitor your child's learning need and their desired activities. Sometimes they will not start learning even though their need has dropped below 90%, you'll need to diagnose the problem before it cause them to miss the growth target. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
* When the child is sleeping and their learning need drop below 90%, wake them up so that they can bring it up to 100% before sleeping again.&lt;br /&gt;
* Try not to interrupt the child before their learning need reach 100%, because they won't start learning again for a while.&lt;br /&gt;
* Work watching: children age 3-7 can only do work watching on social tasks, so consider ordering an adult to attempt to recruit a prisoner when a child need to work-watch.&lt;br /&gt;
* Lesson taking: children will not start learning unless there is an awake adult who is capable of teaching. Wake you teacher up when the child need to take lessons.&lt;br /&gt;
* Skydreaming: sometimes you need to draft the child and move them outside for them to start this activity&lt;br /&gt;
&lt;br /&gt;
Older children that join your colony will be comparatively worse off.&lt;br /&gt;
&lt;br /&gt;
===Baby stage===&lt;br /&gt;
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.&lt;br /&gt;
&lt;br /&gt;
=== Vats ===&lt;br /&gt;
{{Main|Growth vat}}&lt;br /&gt;
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.&lt;br /&gt;
&lt;br /&gt;
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.&lt;br /&gt;
&lt;br /&gt;
[[Gene]] modding can make vatgrown children much more powerful. For example, the [[Great shooting]] gene provides 8 Shooting skill, added on top of the pawn's &amp;quot;true&amp;quot; skill level, and a passion. If planted immediately after birth, the extra passion will nearly triple the Shooting skill bonuses from the vat. This can provide late-game colonies with a functionally infinite supply of soldiers, ignoring the game's natural population curve, and limited only by food production (and possibly lag). &lt;br /&gt;
&lt;br /&gt;
Note that using vats to speed up the baby stage (0-3) and teen stage (13-18) does not penalize the pawn in any way. Babies don't learn or work, and speeding up this phase comes mostly at the cost of [[mood]]. Speeding up a teen to adulthood removes their work speed and body size penalties, though they could've done work in the meantime. However, teens in growth vats do not apply a mood penalty to their parents, as they are not &amp;quot;kids&amp;quot; anymore. Also note that unlike with [[cryptosleep]], colonists in vats have absolutely no penalty applied to them when they exit the vat. If you need them for an emergency (such as a dangerous incoming raid), they can be removed from the vat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - &amp;quot;My child is happy&amp;quot; and related thoughts now can trigger if a pawn is being carried.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed &amp;quot;Tribal Child&amp;quot; not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Children]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=178445</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=178445"/>
		<updated>2026-04-01T01:15:37Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Capabilities */ There is no child Fleeing Fire mental break.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|children of age 3 and up|pregnancy and babies|Reproduction}} &lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{See also|Reproduction}}&lt;br /&gt;
* Having a [[baby]] age up to 3 or beyond.&lt;br /&gt;
* Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
* Most [[quest]]s and [[event]]s where an adult colonist would join.&lt;br /&gt;
&lt;br /&gt;
Note that [[raid]]s will not have children, unless you enable it in the [[AI Storytellers#Child enemies|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Children are human pawns from 3 to 13 years old. Younger pawns are [[babies]]. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.&lt;br /&gt;
&lt;br /&gt;
Children have important growth moments at ages 7, 10, and 13. These give the pawn access to new work types, as well as the choice of [[trait]]s and passions. Giving a child access to Learning increases the possible choices. See [[#Development]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Age ===&lt;br /&gt;
Age is measured both biologically and chronologically. Biological age represents how far a pawn has grown physically and mentally. Chronological age represents how long a pawn has existed since their birth; their &amp;quot;true&amp;quot; age, so to say. Since chronological age has no direct gameplay effects, all listed ages are in biological years unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, children biologically age at 400% speed. Upon reaching 11, their aging will linearly slow from the [[AI Storytellers#Child aging rate|child aging rate]] until they reach 20, where they'll age at the [[AI Storytellers#Adult aging rate|adult aging rate]], or 100% by default. Their aging can be altered by changing the [[AI Storytellers#Biotech|storyteller settings]].  &lt;br /&gt;
&lt;br /&gt;
At the default aging rates, it takes about 3.30 years (~198 days) for a child to grow from birth to age 13, and about 5.38 years (~323 days) to go from birth to age 18. In total, a child takes about 6.91 years (415 days) to go from birth to age 20, of which 2.75 years (165 days) is from birth to age 11. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to very quickly age pawns up to age 18, after which they will get forcefully ejected. A pawn in a [[growth vat]] will age at a constant 20x speed, unaffected by any other aging factors except for the [[Growth Vat Occupant Speed]] stat{{IdeologyIcon}}, as long as it has access to [[power]] and [[nutrition]]. However, if used to speed up the &amp;quot;Child&amp;quot; stage (ages 3-13), then the vat will impact the child's [[#Development|Development]]. Conversely, the [[ageless]] [[gene]] will linearly slow aging from 13 until stopping entirely at 18.5. Growth vats ignore the ageless gene.&lt;br /&gt;
&lt;br /&gt;
For more explanation of aging rate, see [[#Aging]].&lt;br /&gt;
&lt;br /&gt;
=== Capabilities ===&lt;br /&gt;
Children as young as 3 can wield [[weapon]]s and are valid for any [[Reproduction|non-reproductive]] [[surgery]], including [[organ harvesting]]. However, children are limited to child-sized clothing like the [[kid pants]] and [[kid parka]], and can only do certain types of work. They receive penalties to [[Global Work Speed]], [[Move Speed]], and more, scaling with age. Due to their body size, they have less health, can store less [[nutrition]], and receive stronger effects from [[drug]]s. Instead of Recreation, children have [[#Learning|Learning]], which gives them more options for each growth moment.&lt;br /&gt;
&lt;br /&gt;
Teenagers wear adult clothing, have access to all work, lose their Learning need, and won't flee fire without [[Pyrophobia]]. However, they can only reproduce once they reach 16. And, teens retain a small penalty to work speed and body size until they reach 18, where they become full adults and all penalties are removed.&lt;br /&gt;
&lt;br /&gt;
See [[#Stats|Stats]] for a full breakdown of stat penalties.&lt;br /&gt;
&lt;br /&gt;
=== Noncombatants ===&lt;br /&gt;
Luckily, children (until 13) do not always have to participate in combat. Children who are unarmed and have not been [[draft]]ed in 24 hours are very low priority targets for enemies.{{Check Tag|Verify mechanic|Exact mechanic unknown?}} Adult colonists will virtually always be targeted over a noncombatant. If children aren't in the line of sight of enemy fighters, they won't be hunted down during an attack.&lt;br /&gt;
&lt;br /&gt;
However, children are still ''able'' to be targeted. This is in contrast to [[pen animal]]s, who enemies will never attack intentionally. If a raider has no other targets available, a &amp;quot;noncombatant&amp;quot; child will be attacked. Hungry predators have no regard for this mechanic, and will target your children if they are nearby. In any case, a child in the way of a firefight can be hit by stray shots and [[friendly fire]].&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Children receive a [[mood]]let for simply being young: at age 3, {{+|16}} '''Childlike joy''', at age 6, {{+|12}} '''Childlike wonder''', age 8, {{+|8}} '''Childlike enthusiasm''', and at age 10, {{+|4}} '''Childlike confidence''', finally lost at age 13. Children are happy when their parents are happy ({{+|6}} for each parent), and parents are happy when their children are (also {{+|6}} for each child). Other than that, most regular moodlets apply to them. &lt;br /&gt;
&lt;br /&gt;
Adult colonists receive a {{+|2}} ''Happy youngsters'' for each child colonist with 60 mood or higher, stacking up to +6. They will receive a -2 mood for each child colonist with 35 mood or less, stacking up to -6. Most receive a {{--|6}} moodlet for killing an innocent child.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== Learning ===&lt;br /&gt;
Children have a '''Learning''' [[need]], which replaces Recreation. They satisfy the need by satisfying one of their [[#Learning desires|learning desires]], which they usually have 2. The need gives mood buffs or debuffs, [[Recreation#Recreation_thresholds|analogous to Recreation]] at the same level, and, most importantly, it increases their [[#Growth score|growth score]].&lt;br /&gt;
&lt;br /&gt;
When a child decides what to do in accordance with their [[schedule]], they may choose learning. The following conditions should be met for the child to actually start learning:&lt;br /&gt;
* The current schedule hour is set to anything but &amp;quot;Work&amp;quot;. Notably, for the &amp;quot;Sleep&amp;quot; schedule assignment, learning has a higher priority than sleeping (unlike adults, who go to sleep if the Sleep need is below {{Bad|75%}}, children prefer learning to sleeping, if possible (see other limitations)).&lt;br /&gt;
* Learning need is below {{Bad|90%}}.&lt;br /&gt;
* A learning desire can be satisfied (see descriptions of individual desires for possible limitations). If both desires can be satisfied, one is randomly selected.&lt;br /&gt;
* Food need is {{Good|≥34%}} and Sleep need is {{Good|≥38%}}.&lt;br /&gt;
&lt;br /&gt;
The mood level doesn't matter.&lt;br /&gt;
&lt;br /&gt;
Once learning begins, it will continue until either Learning need reaches {{Good|99.9%}} (visible as {{Good|100%}} due to rounding), or it is interrupted (by the child needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types). After an interruption, if their Learning is below 90%, they may resume learning, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.&lt;br /&gt;
&lt;br /&gt;
Learning is '''not''' interrupted if the child loses desire for the currently performed learning type.&lt;br /&gt;
&lt;br /&gt;
The speed with which children fulfill their Learning need is affected by the [[Learning Rate Factor]] stat.&lt;br /&gt;
&lt;br /&gt;
=== Learning desires ===&lt;br /&gt;
At any one point, a child has 1 or 2 of the learning desires, listed below. They are shown as pictograms above the Learning need bar. When a baby reaches age of 3 and becomes a child, they get the first desire which is randomly selected. Then, they repeatedly gain a random new desire in random time intervals ranging from {{ticks/gametime|20000}} to {{ticks/gametime|40000}}, averaging to 2 desires daily. The desires form a queue with a maximum length of 2 (the new desire is added to the end of list, and if the number of items exceeds 2, the first item is removed).&lt;br /&gt;
&lt;br /&gt;
When a new desire is selected, it never repeats an active one (including the one that is to be removed from the queue). Also, ''Radio talking'' isn't chosen before [[Microelectronics]] is researched; this is the only safeguard against choosing a desire which is currently impossible to satisfy. Desires which are not ruled out by these restrictions have equal probability of being chosen, except ''Lesson taking'', which has {{Good|x2.5|normal}} higher weight (probability) than the others. It is perfectly possible to get a learning desire which is impossible to satisfy. Each of them has a number of blocking conditions, and the mentioned Microelectronics research thing is the only condition that is consciously avoided.&lt;br /&gt;
&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on anywhere within or near home area. The drawings can be cleaned up the same way as any other dirt. Unlike other types of filth, however, it does not have any effect on [[beauty]].&lt;br /&gt;
&lt;br /&gt;
==== Lesson taking ====&lt;br /&gt;
Requires an awake adult that is capable of teaching (a teacher). The child (student) will sit at a [[school desk]]. The teacher can be prioritized to teach the child on a currently usable skill (e.g., when age 4 this can be Shooting, Melee, or Social), increasing the child's respective skill level. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard]]s near the school desks at which the lesson takes place. It also trains the teacher's Social skill.&lt;br /&gt;
&lt;br /&gt;
Teaching lessons improves the child's opinion of the teacher, for {{+|8}} ''Taught me a skill''. The teacher will additionally raise their opinion of the child: {{+|4}} ''Listened to my lesson''.&lt;br /&gt;
&lt;br /&gt;
A colonist can be a teacher if they:&lt;br /&gt;
* Are an adult&lt;br /&gt;
* Are awake&lt;br /&gt;
* Have Food need {{Good|≥34%}} and Sleep need {{Good|≥38%}}&lt;br /&gt;
* Are capable of childcare and has it enabled in the Work menu&lt;br /&gt;
* Can [[Talking|talk]]&lt;br /&gt;
* Belong to the player's faction (neither [[guest]] nor quest lodger)&lt;br /&gt;
* Can reach the child avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Are not [[drafted]]&lt;br /&gt;
* Are neither in a [[mental break]] nor [[Mental break#Special|mental state]]&lt;br /&gt;
* Are not [[downed]]&lt;br /&gt;
* Are not burning&lt;br /&gt;
* Don't have a lord{{Check Tag|Clarify|This condition is checked in the game's code, but it is unclear how a colonist may have a lord.}}&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity. Care must be taken as nearby predator hunt or potential raid can occur near them, as they tend to run outside the safe zone near the edge. Children can ignore [[allowed area]]s while &amp;quot;running&amp;quot;, but will quickly go back.&lt;br /&gt;
&lt;br /&gt;
Experimentation seems to indicate that{{Check Tag|verification needed}}:&lt;br /&gt;
* It needs to be a number of tiles away from anything player-owned (floors don't count), 43 tiles of space is enough but less is possible using a very specific pattern (see image)&lt;br /&gt;
* These tiles need to be as empty as possible, ideally when building under overhead mountain a collapsed rocks or unmined tile 6 spaces away from any other is sufficient (it's unclear how much wiggle room is there)&lt;br /&gt;
* There's no need for this tile to be outdoors, however dev placed natural tiles such as collapsed rocks are counted as artificial somehow&lt;br /&gt;
&lt;br /&gt;
The dimensions of the image are 36x36, 41x36 (vertical) and 48x36 (horizontal). 41x48 and possibly 48x41 should work as well with minimal wasted space.&lt;br /&gt;
&lt;br /&gt;
==== Radio talking ====&lt;br /&gt;
The desire doesn't appear before [[Microelectronics]] is researched, which is required for building the [[comms console]]. A console is used by the child for chatting with people over the radio. The child will stop radio talking if the console is used for other purposes, such as trading with a trade ship or contacting another faction.&lt;br /&gt;
&lt;br /&gt;
The child uses the nearest comms console, which is:&lt;br /&gt;
* Powered&lt;br /&gt;
* Allowed&lt;br /&gt;
* Reachable, avoiding deadly dangers{{Check Tag|Clarify|What dangers exactly?}}&lt;br /&gt;
* Not reserved by another pawn&lt;br /&gt;
&lt;br /&gt;
If no such console is found, the desire cannot be satisfied.&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
{{stub|section=1|reason=Lack of mechanics - also propagate to [[books]] and the pages for the types of books.&lt;br /&gt;
Reports that:&lt;br /&gt;
* The normal effects of books still apply to children reading books - they gain skills from textbooks and provide research from schematics&lt;br /&gt;
* That because you can force children to read, unlike other learning types, so when their learning is lagging you can force them to read to catch up.}}&lt;br /&gt;
Children can read [[books]] to fulfill their learning need. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
&lt;br /&gt;
The normal effects of a book still apply to children, allowing them to increase their skills they have access to while reading, allowing their skills to be even more developed.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky, much like adults that are cloud watching.&lt;br /&gt;
&lt;br /&gt;
Bad [[weather]] does '''not''' prevent sky dreaming.&lt;br /&gt;
&lt;br /&gt;
Experimentation results suggest that for a spot to be viable for sky dreaming it must have no artificial tiles or objects in the ground within 36 tiles (floors are fine so concrete can be used to get them away from danger faster). This distance seems to be direct (as the crow flies) rather than via squares (manhattan distance) so it might be difficult to adjust perfectly outside trial and error for a &amp;quot;skydreaming shelter&amp;quot; for children.{{Check Tag|Verification needed}}&lt;br /&gt;
&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching will follow an adult, who does standard work, and slowly gain the corresponding skill (e.g. Plants when watching plant work). Children will only watch work types that use a skill they can use themselves (e.g. children under 7 will only watch Social work, such as childcare and wardening; they ''do'' watch wardening even though they can't perform it until age 10). Children gain skill even when watching the unskilled parts of skilled work (e.g. they gain Crafting skill when watching stonecutting and Medical skill when watching a doctor feed patients).&lt;br /&gt;
&lt;br /&gt;
=== Growth score ===&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need. Growth points are not gained when the Learning need is frozen, such as in a [[growth vat]] or [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and gives more passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards. A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum of 180 growth points, but 162 is the highest value displayed.&lt;br /&gt;
&lt;br /&gt;
Growth point gain is directly proportional to the time spent between growth moments, so that average Learning for each growth tier remains constant. Under the default settings, children from 3-7 gain up to 3 growth points per day, and children from 7-10 and 10-13 gain 4 growth points per day. Changing the child aging rate in storyteller settings adjusts the growth point gain accordingly. Changes to [[Global Learning Factor]], such as [[Fast learner]], have no impact on growth points or the Learning need.&lt;br /&gt;
&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Disapproved'' increases Learning gain by 20%.  It doesn't directly improve growth point gain, but makes it easier to keep the Learning need high.&lt;br /&gt;
&lt;br /&gt;
Note that the displayed growth points are always rounded down to avoid confusion regarding thresholds.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3-4 (50-50 chances) from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%. This gives a margin for error with respect to the maximum growth tier goal of &amp;quot;average Learning ≥ 90%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The table below shows linear values required for a child to hit 162 by the next Growth Point. As the first Growth Period (3 to 7) is longer but grants fewer points per day, it has a separate set of columns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;| 3-7 Years !! colspan=&amp;quot;3&amp;quot;| 7-10/10-13&lt;br /&gt;
|-&lt;br /&gt;
! Years !! Days !! Average Points !! Years !! Days !! Average Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 15 || 10 || 0 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 30 || 20 || 0 || 30 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 45 || 30 || 0 || 45 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 41 || 1 || 0 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 15 || 51 || 1 || 15 || 68&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 61 || 1 || 30 || 81&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 45 || 71 || 1 || 45 || 95&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 81 || 2 || 0 || 108&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 15 || 91 || 2 || 15 || 122&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 30 || 101 || 2 || 30 || 135&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 45 || 111 || 2 || 45 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 122 || 3 || 0 || 162&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 132 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 142 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 45 || 152 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0 || 162 || !! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Growth moments ==&lt;br /&gt;
{{Stub|section=1|reason=Can a child ever have a backstory or trait that disables a work type?}}&lt;br /&gt;
[[Babies]] become children at 3, and children experience growth moments at 7, 10, and 13, allowing them to gain traits and passions. When a child hits the biological age for a growth moment, a notification will pop up that informs the player what work types the child is now capable of doing and the player to pick additional traits and passions. The number of skills and traits available to choose from increases according to the Growth tier reached by that growth moment (see above table).&lt;br /&gt;
&lt;br /&gt;
What skills are chosen is completely random; working one type of work over another or what learning types are used to fill the Learning bar have no effect. A child can even gain a passion in a skill in which they have awful [[Genes#Aptitudes|aptitude]], so it's not possible to exclude undesired skills via genetic modification.&lt;br /&gt;
&lt;br /&gt;
Two restrictions technically apply to the skill pool from which passion gain options are picked:&lt;br /&gt;
* skills disabled by backstories are removed from the pool, unless the child is enslaved at the time of the growth moment&lt;br /&gt;
* skills disabled by already-possessed traits are likewise removed, unless that trait is suppressed by a gene at the time of the growth moment&lt;br /&gt;
&lt;br /&gt;
Only one passion can be added to a skill at a time, but passions are additive - selecting the same skill in two growth moments will result in a double passion.&lt;br /&gt;
&lt;br /&gt;
Passions chosen for skills the child cannot yet use will be hidden and not appear on the bio tab, but ARE properly applied, and will become visible once the child reaches an age that allows them to use that skill. For example, if you choose to give a child a passion for Shooting, Construction, and Intellectual on their 7th birthday, the Shooting passion will be immediately visible (as children of ages 3 and up can shoot), whereas the Construction passion will not appear until the child's 10th birthday, and the intellectual passion won't until their 13th, as those are the ages at which those skills become available to children.&lt;br /&gt;
&lt;br /&gt;
Only one trait can be selected per Growth moment. Traits that are mutually exclusive with previously selected traits or Genes will not appear on future Growth moments. When at least three traits are available to be chosen from, there's a 35% chance that one of the available options will be &amp;quot;no trait&amp;quot;. This option can be selected if no trait is preferable to the traits offered.&lt;br /&gt;
&lt;br /&gt;
You may choose their traits/passions within 48 hours of the birthday, and view their bio/health from the selection screen. During a growth moment, your child may randomly receive a new nickname, such as John Doe gaining the nickname '''Johnny''' (becoming John 'Johnny' Doe). Like other colonists, you can always change their nickname from their bio.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
! Age || Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
! Age || Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
At 3, your [[Babies|baby]] transitions to childhood and additionally undergoes a growth moment. Now that your pawn is a child, they can walk and talk, wear clothes, and do basic activities. Their Play need is also replaced with a new Learning need. Because babies haven't learned anything yet, this &amp;quot;growth moment&amp;quot; does not come with traits or passions.&lt;br /&gt;
&lt;br /&gt;
On their birthday, you will receive up to 2 notifications. The first is &amp;quot;Growth moment for &amp;lt;Pawn&amp;gt;&amp;quot;, which may include a new nickname for your child that you'll have 48 hours to change. Both of these decisions can be postponed until their deadlines. &lt;br /&gt;
&lt;br /&gt;
 '' Baby '''&amp;lt;BABY NAME&amp;gt;''' has grown up and become a child! (S)He is now old enough to do the following work: &amp;lt;LIMITED WORK&amp;gt; Children do various type of work. As they get older, they become able to do more work types. They also do various child-specific recreational activities. Children need to wear specific child-size apparel. ''&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, you'll get a second notification, &amp;quot;&amp;lt;Pawn&amp;gt; became a child&amp;quot;. The child  will now follow one of the [[Ideoligion|ideoligions]] your colonists currently believe in, randomly determined from weightings based on who interacted with the child and how. For further details, see the [[#Ideoligion|Ideoligion]] section.&lt;br /&gt;
&lt;br /&gt;
In addition, you'll have 12 hours to decide whenever to make the child a colonist or a [[slave]],{{IdeologyIcon}} depending on their birth mother, they will be a colonist or slave by default, for prisoner births they will be a colonist due to having been adopted.&lt;br /&gt;
&lt;br /&gt;
 '' '''&amp;lt;BABY NAME&amp;gt;''' has decided to become a follower of the ideoligion '''&amp;lt;MAJOR COLONY IDEOLIGION&amp;gt;'''. By tradition '''&amp;lt;BABY NAME&amp;gt;''', born to '''&amp;lt;MOTHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' (and) '''&amp;lt;FATHER NAME&amp;gt;''' of '''&amp;lt;COLONY&amp;gt;''' / unknown parents, is a colonist/tribesman/slave, but exceptions can be made... Should '''&amp;lt;BABY NAME&amp;gt;''' remain a colonist/tribesman/slave? ''&lt;br /&gt;
&lt;br /&gt;
Children and their caretakers maintain any [[opinion]] modifiers that [[Reproduction#Social|arose]] during infancy, but these wear off over time. They immediately become aware of any pawns on the map that they hadn't met while babies, and gain the normal opinion modifiers for every pawn, like those based on [[Beauty (Pawn)|beauty]], [[traits]], and [[ideoligion]].&lt;br /&gt;
&lt;br /&gt;
3-year-olds gain the Childhood background '''Child''': ''The story of [their] childhood is still being written.'' They also gain the ability to learn the shooting, melee, and social skills, although they start with 0 experience in them. If you started as a [[New Tribe]], then children will gain the ''Natural'' [[meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
==== Age 7 &amp;amp; 10 ====&lt;br /&gt;
Ages 7 and 10 are ordinary growth moments. Your child will gain a selection of passions and traits, with available choices corresponding to the [[#Development|Learning]] need. They will remain a child after either age threshold, but will gain access to more work types in the process.&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but are now considered adults (or teenagers) throughout the game, and have access to all work types. &lt;br /&gt;
&lt;br /&gt;
They wear adult clothing, dropping their too-small child's clothes if wearing any. Their Learning need is immediately replaced by Recreation, removing any mood effects from learning. In addition, they finally lose their {{+|4}} ''Childlike confidence''' [[mood]]let. [[Genes#Drugs|Drug dependency genes]] take effect at this age, as if they last took the drug on their birthday. They also have a chance to gain a [[Traits#Asexual|sexuality trait]], separate from the growth moment trait choice (if they receive none, they will be considered heterosexual). Some kids get special changes upon turning 13. &lt;br /&gt;
&lt;br /&gt;
Children will receive the childhood [[background]] of Tribal Child or Colony Child, dependent on if you started as a [[New Tribe]] or as [[New Arrivals]]. Alternatively, they will receive Vatgrown Child if they spent enough time in a [[growth vat]] - this removes the Natural [[meditation|meditation focus]], if it was present. Their adult backstory will be set to Tribe Member or Colonist, respectively.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Children and teens have various penalties to speed and effectiveness. Specifically, they have a multiplier to the following stats: [[Move Speed]], [[Aiming Time]] &amp;amp; [[Melee Hit Chance]] (thus, {{DPS}}), [[Arrest Success Chance]], [[Global Work Speed]], [[Market Value]], and [[Body Size]]. Each trait is affected differently by age:  Global Work Speed rises steadily until adulthood, whereas Move Speed changes in jolts by life stage.&lt;br /&gt;
&lt;br /&gt;
Children also have penalties to melee damage and [[Shooting Accuracy]],the stat factor [[Shooting Accuracy Multiplier (Child)|ShootingAccuracyChildFactor]] limits the maximum ShootingAccuracy of child. the meleeDamageFactor(not the stat factor of [[Melee Damage Factor|MeleeDamageFactor]]) defined in LifeStage limits the Melee Damage for Children and teens,The rates are as follows: children(3–8):0.7, preteens(9–12):0.725, teens(13–17):0.75, adult(18-): 1 . the Melee Damage will be multiplied by the meleeDamageFactor.&lt;br /&gt;
&lt;br /&gt;
Note. The melee hit chance multiplier is applied not to the hit chance itself, but to the bonuses and penalties imposed on it. That is, a 3-year-old child will have ~ 50% +-5% chance of hitting both having the maximum skill level + Go-juice, and having severe traumas that reduce work and vision to 0%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Aiming Time]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=180, 180, 110, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Aim Time Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Melee Hit Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Hit Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Arrest Success Chance]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 3, 13, 18&lt;br /&gt;
|y=5, 5, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Arrest Chance Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Global Work Speed]] Multiplier by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=3, 4, 12, 18&lt;br /&gt;
|y=20, 20, 80, 100&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Work Speed Multiplier (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
The [[precept]]{{IdeologyIcon}} ''Child Labor: Encouraged'' increases Global Work Speed by {{+|20%}} until 13.&lt;br /&gt;
&lt;br /&gt;
==== Move speed ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!'''Age'''&lt;br /&gt;
| 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
!  '''Speed Factor''' &lt;br /&gt;
| x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|-&lt;br /&gt;
! '''Move Speed'''&amp;lt;ref&amp;gt;Assuming no other effect that alters move speed&amp;lt;/ref&amp;gt;&lt;br /&gt;
| ''N/A'' || {{#expr:{{Q|Human|Move Speed Base}} * 0.75}} {{CS}} || {{#expr:{{Q|Human|Move Speed Base}} * 0.85}} {{CS}} || {{#expr:{{Q|Human|Move Speed Base}} * 0.95}} {{CS}} || {{Q|Human|Move Speed Base}} {{CS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Market value ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || &amp;gt;13&lt;br /&gt;
|-&lt;br /&gt;
| '''Value Factor''' || x0.5 || x0.9 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Body size ====&lt;br /&gt;
{{Recode|section=1|reason= Graphs/Tables of values correlated to body size}}&lt;br /&gt;
Certain traits are indirectly affected due to a child's smaller body size. These include health, [[drug]] effectiveness, [[Carrying Capacity]], [[Meat Amount]] / [[Leather Amount]], and [[nutrition]] capacity. Stats that ''don't'' differ for teenagers include food consumption, Maximum/Minimum comfortable temperatures, and Filth rate.  Note that teenagers also have a 1.25 multiplier on maximum nutrition, which offsets the 0.8 multiplier from their reduced body size, resulting in the same nutrition capacity as an adult.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-8 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Size Factor''' || x0.2 || x0.35 || x0.58 || x0.8 || x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
Aging starts to linearly slow from biological age 11 to 20. Assuming that the adult aging rate is 100%, the deviation in biological age and chronological age is displayed in the below chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Child age over time&lt;br /&gt;
|-&lt;br /&gt;
|{{Graph:Chart&lt;br /&gt;
|width = 300&lt;br /&gt;
|height = 300&lt;br /&gt;
|xAxisTitle = Biological age (years)&lt;br /&gt;
|yAxisTitle = Chronological age (years)&lt;br /&gt;
|legend = Child age rate&lt;br /&gt;
|type = line&lt;br /&gt;
|x =  0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y1 = 0, 3   ,11,   12,   13,   14,   15,   16,   17,   18,   19,    20,    22&lt;br /&gt;
|y2 = 0, 1.5   ,5.50, 6.01, 6.55, 7.14, 7.76, 8.42, 9.14, 9.93, 10.78, 11.73, 13.73&lt;br /&gt;
|y3 = 0, 1   ,3.66, 4.01, 4.38, 4.79, 5.24, 5.74, 6.30, 6.95, 7.70,  8.60,  10.60&lt;br /&gt;
|y4 = 0, 0.75,2.75, 3.01, 3.29, 3.61, 3.96, 4.36, 4.82, 5.37, 6.03,  6.89,  8.89&lt;br /&gt;
|y5 = 0, 0.60,2.20, 2.40, 2.64, 2.89, 3.18, 3.52, 3.91, 4.38, 4.98,  5.80,  7.80&lt;br /&gt;
|y6 = 0, 0.50,1.83, 2.00, 2.20, 2.41, 2.66, 2.95, 3.29, 3.70, 4.25,  5.03,  7.03&lt;br /&gt;
|y7 = 0, 0.15,0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85, 0.90&lt;br /&gt;
|y8 = 0, 0.15,0.43, 0.46, 0.50, 0.54, 0.57, 0.61, 0.65, 0.68&lt;br /&gt;
|y1Title = 100% (Real-time)&lt;br /&gt;
|y2Title = 200%&lt;br /&gt;
|y3Title = 300%&lt;br /&gt;
|y4Title = 400% (Default)&lt;br /&gt;
|y5Title = 500%&lt;br /&gt;
|y6Title = 600%&lt;br /&gt;
|y7Title = 2000% (Growth vat)&lt;br /&gt;
|y8Title = 2600% (Vat w/ precept)&lt;br /&gt;
|xGrid =&lt;br /&gt;
|yGrid =&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#c8c8c8,#b4b4b4,#8c8c8c,#646464,#3c3c3c,#141414,#00aacc,#00ddff&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Increasing the growth rate lowers a pawn's chronological age at any given biological age. For example, at 200% aging, it takes ~10 years to reach age 18, and at 400% aging, it takes ~5.4 years (assuming 100% adult aging speed).&lt;br /&gt;
&lt;br /&gt;
A pawn with the [[ageless]] [[gene]] will linearly age slower after 13, before coming to a complete halt at 18.5.  With this gene and the default rates, a pawn will take 429 days (7.15 years) between ages 13 and ''17'', then a further 362 days (~6 years) to reach age 18. A growth vat can be used to decrease this time, if so desired.&lt;br /&gt;
&lt;br /&gt;
The fastest a pawn can age is in a growth vat from birth with the '''Growth vats: Essential''' [[Precepts#Growth vats|precept]]{{IdeologyIcon}}, where they reach adulthood in only ~40.5 days, after which they will age according to the set aging rate. Note that these values won't be accurate if a pawn has the ageless gene, spends time both in and out of growth vats, or the aging rates are altered in the storyteller settings mid-gameplay.&lt;br /&gt;
&lt;br /&gt;
== Wearable clothing ==&lt;br /&gt;
Being much smaller than adults, children can only wear a limited selection of clothing, mostly consisting of headwear:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Lifestage::~Child*]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Worked example}}&lt;br /&gt;
Babies have no [[ideoligion]] of their own, however when a baby becomes a child at age 3, an ideoligion is assigned to the child based on a weighted random selection. &lt;br /&gt;
&lt;br /&gt;
These weights are assigned to the ideoligions of the pawns that interact with the baby. For the purposes of this calculation, this is specifically:&lt;br /&gt;
* {{+|0.5}} for any social interaction.&lt;br /&gt;
* {{+|1.0}} for carrying the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for breastfeeding the baby for one hour.&lt;br /&gt;
* {{+|1.0}} for feeding the baby [[baby food]] for one hour.&lt;br /&gt;
These interactions are remembered forever until the baby transitions into a child.&lt;br /&gt;
&lt;br /&gt;
As with all weighted selections, the more that pawns from a given ideoligion interact with the baby, the more likely the baby is to choose that ideoligion, however ultimately there is always a chance selects any ideoligion to which it was exposed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When raised naturally and with lots of Learning time, children can very easily become powerful colonists. With the ability to choose from up to 6 [[traits]] per growth moment, the likelihood for at least one &amp;quot;great&amp;quot; trait, like [[Jogger]], [[Industrious]], or [[Quick sleeper]], per growth moment is significant. A child is very likely to have multiple ''good'' traits by the time they become a teen. Passion choice is also excellent - burning passions in any desired field are quite common. Needless to say, it'd be very rare for a randomly generated adult to match a colony raised child. &lt;br /&gt;
&lt;br /&gt;
Child rearing mainly comes at a cost of time, with slightly more than 2.5 years spent in the child stage on default Child Aging Rate settings. Children do not actually require much adult supervision to grow and learn. Set an [[allowed area]] so that they won't wander too far from your base, and children will develop to become a fairly powerful colonist. However, to reach the highest growth level of 8, you need to ensure that their average learning need is at least 90% (even while sleeping). As children will not start learning unless their learning need is already below 90%, this requires more careful management, especially for children under the age of 7.&lt;br /&gt;
&lt;br /&gt;
To fulfill their learning, you may need to:&lt;br /&gt;
* Build a [[comms console]], a [[school desk]] with 3 [[blackboard]]s, allow the child outside, and get at least 1 [[book]] to cover all possible Learning types. In practice, you can skip out on 1-2 types, and still reach growth level 8, just hope that the types you skip don't come up together at the same time.&lt;br /&gt;
* Constantly monitor your child's learning need and their desired activities. Sometimes they will not start learning even though their need has dropped below 90%, you'll need to diagnose the problem before it cause them to miss the growth target. If you notice a child is behind in learning progress, wait until reading appears as one of their learning needs. As reading can be forced manually, you can keep the child’s learning at 100% (with smaller dips for eating and sleeping) by forcing reading even when learning is above the 90% threshold.&lt;br /&gt;
* When the child is sleeping and their learning need drop below 90%, wake them up so that they can bring it up to 100% before sleeping again.&lt;br /&gt;
* Try not to interrupt the child before their learning need reach 100%, because they won't start learning again for a while.&lt;br /&gt;
* Work watching: children age 3-7 can only do work watching on social tasks, so consider ordering an adult to attempt to recruit a prisoner when a child need to work-watch.&lt;br /&gt;
* Lesson taking: children will not start learning unless there is an awake adult who is capable of teaching. Wake you teacher up when the child need to take lessons.&lt;br /&gt;
* Skydreaming: sometimes you need to draft the child and move them outside for them to start this activity&lt;br /&gt;
&lt;br /&gt;
Older children that join your colony will be comparatively worse off.&lt;br /&gt;
&lt;br /&gt;
===Baby stage===&lt;br /&gt;
As opposed to the proper child stage, the [[baby]] stage, which lasts for 45 days (3/4ths of a year), requires a notably higher amount of colonist labor. Feeding babies takes a surprisingly long time, especially if breastfed.  The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. On the plus side, feeding and playing with babies can be done by children as young as age 3.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty to parents. Babies don't learn, so this comes at no cost to a child's development.&lt;br /&gt;
&lt;br /&gt;
=== Vats ===&lt;br /&gt;
{{Main|Growth vat}}&lt;br /&gt;
[[Growth vat]]s can turn children into working machines. It still takes a long time to grow a person - 9 days for the embryo to be born in vat, another 39 days to reach age 13, and then a further 15 days to reach 18 (if desired), for a total of 63 days from embryo to 18 (~ 52.6 days with a pro-vat [[ideoligion]]{{IdeologyIcon}}). In the meantime, the vat consumes a lot of food. Growing an embryo requires a total of 54 [[nutrition]] - 60 simple meals, or 4 colonists of food for 9 days -  while a pregnant mother would consume an extra 30% nutrition for 18 days. Growing the child thereafter requires 2 colonist's of nutrition per day. Unlike with most colonists, you can use undesirable foods like [[human meat]] and [[kibble]] with no penalty.&lt;br /&gt;
&lt;br /&gt;
Vatgrown pawns have 0 passions, barely any skills, and 3 random traits. Despite this, extra bodies can always be useful for tasks like Hauling and Cleaning, or fighting in general. While any [[Events#Wanderer joins|wanderer]] or captured [[raider]] is likely to be better, all three [[storyteller]]s have a population intent. As you have more people, it becomes harder to recruit more colonists. Children ignore this mechanic entirely. Therefore, growing children becomes more viable for larger colonies.&lt;br /&gt;
&lt;br /&gt;
[[Gene]] modding can make vatgrown children much more powerful. For example, the [[Great shooting]] gene provides 8 Shooting skill, added on top of the pawn's &amp;quot;true&amp;quot; skill level, and a passion. If planted immediately after birth, the extra passion will nearly triple the Shooting skill bonuses from the vat. This can provide late-game colonies with a functionally infinite supply of soldiers, ignoring the game's natural population curve, and limited only by food production (and possibly lag). &lt;br /&gt;
&lt;br /&gt;
Note that using vats to speed up the baby stage (0-3) and teen stage (13-18) does not penalize the pawn in any way. Babies don't learn or work, and speeding up this phase comes mostly at the cost of [[mood]]. Speeding up a teen to adulthood removes their work speed and body size penalties, though they could've done work in the meantime. However, teens in growth vats do not apply a mood penalty to their parents, as they are not &amp;quot;kids&amp;quot; anymore. Also note that unlike with [[cryptosleep]], colonists in vats have absolutely no penalty applied to them when they exit the vat. If you need them for an emergency (such as a dangerous incoming raid), they can be removed from the vat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Introduced. In Core RimWorld, the minimum human age is 14, where they are treated as adults.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Temporary work restrictions affect growth moment passion choices.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Growth moment flavor text doesn't appear when a pawn becomes a child.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - &amp;quot;My child is happy&amp;quot; and related thoughts now can trigger if a pawn is being carried.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Growth tier gizmo displays incorrect percent value on bar.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Children gain growth points in cryptosleep.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Children can now do Basic work at age 3. Allow children to wear shield belts&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Children now deprioritized if not holding a weapon and not drafted. Teen (11-20) aging rate now smooth scales from child age rate to adult age rate. Added [[precept]]s{{IdeologyIcon}} relating to child labor. Fixed &amp;quot;Tribal Child&amp;quot; not giving Natural meditation focus. Added an option for selecting “no trait” on growth letters some of the time if there are more than two trait choices.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Tribal babies becoming children get [[psyfocus|natural meditation focus]]{{RoyaltyIcon}} at 3.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Round growth points down on UI for clarity. Children now recalculate their life stage immediately when they become an adult instead of waiting for their next growth tick. Fix: Children generated at [[New Tribe|tribal game start]] don't have [[Psyfocus|natural meditation focus]].{{RoyaltyIcon}}&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Radiotalking doesn't adhere to child's allowed area.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: If a child goes through a growth moment expecting passion increase choices, but there are no available passions, the UI will lock. Fix: Errors when trying to bring a baby to a mom inside a container to breastfeed. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception getting growth points for dead pawn.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Children]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=176343</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=176343"/>
		<updated>2026-03-02T23:37:06Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Growth */ Updated Glowforest and Glacial Plain info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Anima tree&lt;br /&gt;
| image = Anima tree a.png&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.&amp;lt;br/&amp;gt;If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.&amp;lt;br/&amp;gt;Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&amp;lt;br/&amp;gt;Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&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 = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = 5&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| glowradius = 3.75&lt;br /&gt;
| glowcolor = (110, 116, 125)&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.02&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| immune to blight = true&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a meditation focus and source of [[psylink]]s for pawns with the [[Psyfocus#Natural|Natural]] focus type, but is sensitive to artifical structures around it.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, Sea Ice, and Glacial Plains [[biome]]s are too inhospitable for anima trees to spawn. [[Glowforest]]s{{OdysseyIcon}} will not have an Anima Tree at first, but an Anima Tree will eventually spawn.&lt;br /&gt;
&lt;br /&gt;
Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. [[Anima grass]] is vulnerable to fire, and will rot if left without light, but will not be eaten by grazing animals. Note that while the anima tree has no lifespan, any anima grass only lives for {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Regrowth ===&lt;br /&gt;
Destruction of the anima tree causes the {{Thought|desc=Such a pain in my head when the tree died. And it keeps echoing...|label=Anima scream|value=-6|stack=3|duration=5}}. The mood effect scales with [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus Quest ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains spoilers for the Archonexus {{IdeologyIcon}} quest. If you wish to enjoy this quest first hand, you probably shouldn't read this section.'''&lt;br /&gt;
|-&lt;br /&gt;
| The first two archonexus structures, the [[major archotech structure]] and [[grand archotech structure]], spawn anima grass continuously, up to a cap of 35. {{Check Tag|Verify cap for both}}{{Check Tag|Can this grass be used for linking rituals?}}&lt;br /&gt;
The final structure, the [[archonexus core]], spawns full anima trees, as well as grass, sometimes as many as 200 trees on a single map.{{Check Tag|Cap?}} However this is unlikely to be useful, as the game can ended as soon as the archonexus core is discovered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meditation mechanics ==&lt;br /&gt;
Meditating at an anima tree requires a [[Psyfocus#Natural|Natural]] [[meditation focus]], which a pawn can only gain from their childhood [[background]]. Only Tribal backstories can have the focus type, and several of them do not provide it. Pawns do not need to have psylink levels to meditate. [[Schedule]] meditation and place a [[meditation spot]] so that your colonists will actively meditate near the tree.&lt;br /&gt;
&lt;br /&gt;
Meditation at the tree serves three purposes; firstly, it grows anima grass for the granting of psylink. Secondly, it acts as the second best meditation focus, after [[animus stone]]s, for Natural meditation, increasing the rate at which psycasters meditating to the tree gain psyfocus. Thirdly, it is a form of solitary recreation which grants joy at the default rate (0.0144% per tick, calculated before recreation tolerance).&lt;br /&gt;
&lt;br /&gt;
=== Anima grass ===&lt;br /&gt;
Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. &lt;br /&gt;
&lt;br /&gt;
Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. At 100% effectiveness, one pawn-hour of meditation grows approximately 16% of one anima grass patch. After 12 pawn-hours of cumulative meditation time, grass growth slows by 50% to 8% of growth per pawn-hour. After 24 pawn-hours of meditation time, it slows to 25%, or 4% of growth per pawn-hour. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time. This counts all pawns that have meditated during a 24 hour period. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree, up to a -30% of the growth. A full -30% penalty does not stop growth after 24 pawn-hours, suggesting that factor is applied multiplicatively. If there are multiple trees on a map, each will have its own anima grass and threshold, allowing more grass to be grown before hitting diminishing returns.&lt;br /&gt;
&lt;br /&gt;
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated, even if they are psychically deaf.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pawn-Hours&amp;lt;br&amp;gt;/Day &lt;br /&gt;
! Grass grown&amp;lt;br&amp;gt;/Day&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
! 12 hours &lt;br /&gt;
| {{#expr: (12/5)}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| {{Graph:Chart&lt;br /&gt;
| width = 200&lt;br /&gt;
| height = 200&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0,  12,  24,  48,  60, 100&lt;br /&gt;
| y = 0, 2.4, 3.6, 4.8, 5.16, 6.36&lt;br /&gt;
| xAxisTitle = Pawn-Hours/Day&lt;br /&gt;
| yAxisTitle = Grass grown/Day&lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! 24 hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (0/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 36 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (12/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 48 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 60 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (12/5)*0.15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linking ritual ===&lt;br /&gt;
The linking ritual takes approximately 5 hours and requires 20 anima grass.&lt;br /&gt;
&lt;br /&gt;
This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony]]. This only works on pawns with the Natural meditation type and a non-zero [[psychic sensitivity]]. [[Children]]{{BiotechIcon}} cannot link to the anima tree but can participate in the ritual otherwise. Once the ritual is complete, 20 anima grass will die, and some amount of anima grass will be restored based on the number of participants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Additional Participants &lt;br /&gt;
! Grass restored&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 1-2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! 7+&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any remaining or regrown grass can then be used for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Meditation focus ===&lt;br /&gt;
Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Foci in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 9.9 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 9.9 tiles increases it by {{+|1%}}. Up to four buildings can affect the tree, for a maximum bonus of {{+|8%}} from 4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.&lt;br /&gt;
&lt;br /&gt;
However, the anima tree will still grow grass with 5 animus stones in the vicinity. With five animus stones, a psycaster will gain psyfocus at a rate of 92% per day without interference from buildings while also being able to grow anima grass. Similarly, in practice an anima tree with 4 animus stones will recharge psyfocus at a rate of 90% per day, {{+|40%}}, assuming all objects are within range of each other. They will technically be meditating at the animus stone and not the anima tree. The anima tree is ignored for psyfocus gain but not for anima grass growing. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus {{+|42%}} for an anima tree with no artificial buildings within 34.9 tiles and surrounded by five animus stones.&lt;br /&gt;
&lt;br /&gt;
=== Artificial buildings ===&lt;br /&gt;
Building an artificial building within a 34.9 tile build radius will reduce the anima grass growth rate, and meditation strength within a 27.9 tile radius (the 27.9 tile radius is displayed in red while the anima tree is selected). The reduction is set by the following curve:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items&amp;lt;br&amp;gt;in range !! Strength&amp;lt;br&amp;gt;offset !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  0 || '''0%'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
 | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset&lt;br /&gt;
 | x = 0,  5,  10,  50&lt;br /&gt;
 | y = 0, -8, -15, -30&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|  5 || {{--| 8%}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{--|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{--|30%}}&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a pawn will preferentially meditate at the highest rate natural building, so two animus stones next to an anima tree will give +4% (+28%-28%+2%+2%) but two animus stones on their own will only give +2% (+34%-34%+2%). Without the artificial building penalty, both situations would be equivalent +36% (+34%+2%) as a pawn would always meditate at the animus stone and the anima tree would be ignored, though grass still grows. &lt;br /&gt;
&lt;br /&gt;
The following buildings are not considered artificial for this purpose:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
* [[Snowman]]&lt;br /&gt;
* [[Torch lamp]]&lt;br /&gt;
* [[Horseshoe pin]]&lt;br /&gt;
* [[Hoopstone ring]]&lt;br /&gt;
* [[Grave]]&lt;br /&gt;
* [[Campfire]]&lt;br /&gt;
* [[Small nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Large nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Shard beacon]] {{AnomalyIcon}}&lt;br /&gt;
* [[Fleshmass heart]] {{AnomalyIcon}} and all related structures&lt;br /&gt;
* All [[spot]]s&lt;br /&gt;
* All [[floor]]ing&lt;br /&gt;
* All types of smoothed stone walls&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ruins]] also do not have any penalty '''so long as the ruins remain unclaimed;''' claiming the ruins will cause them to apply the usual penalty. Despite their similarity to other exempted objects, [[monument marker]]s {{RoyaltyIcon}} are considered artificial.&lt;br /&gt;
&lt;br /&gt;
Selecting the tree displays two circles around the tree:&lt;br /&gt;
* The smaller (9.9 tiles radius), green circle is the range at which animus stones and nature shrines can link to the tree.&lt;br /&gt;
* The larger (27.9 tiles radius), red circle indicates where artificial structures will disrupt the tree. The &amp;quot;Build radius warning&amp;quot; option, turned on by default, will create a red line whenever you try to place a building within the radius. (Note: buildings in the larger 34.9 tile radius will not cause the warning, but will still impact the grass growth rate).&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The anima tree is an infinitely grindable source of psycast levels, making it a very powerful tool for Tribal starts or if you recruit tribal pawns that are good psycaster candidates. Compared to any other source of psylink, the anima tree is available at the start of the game, has a short recharge time, and has no resource cost.&lt;br /&gt;
*Royal [[title]]s can be farmed with sufficient [[prisoner]]s and/or [[gold]], but this costs resources, and the desired room/food also costs resources and boosts [[wealth]]. Late game colonies could sufficiently farm honor, but early game colonies won't.&lt;br /&gt;
*The [[psylink neuroformer]] item is only offered every 45 days at minimum.&lt;br /&gt;
*The [[Blindsight]]{{IdeologyIcon}} blinding ritual can be farmed for psylink levels by installing [[bionic eye]]s, but this requires the blindsight meme and potentially multiple bionic eyes per psycast level. &lt;br /&gt;
&lt;br /&gt;
The downside is the anima tree's random placement that can't be manually moved, which can cause long travel times and thus pose some risk to colonist safety. It is possible to build near the anima tree at the cost of the artificial building penalty (although if it is near at the edge of the map, that is a risk of its own).&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
There are two philosophies for building near the anima tree:&lt;br /&gt;
* Option 1: Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. A bed and dining room just outside of the radius can help lower travel time. This method is ideal if you dedicate a colonist's entire workday to meditation. Psycasters can gain psyfocus at the maximum rate of 92% per day, or 3.83% per hour. &lt;br /&gt;
&lt;br /&gt;
* Option 2: Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe. &lt;br /&gt;
** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the [[remove roof area]] tool in the Zoning tab so that your builders don't cut down the tree.&lt;br /&gt;
** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an &amp;quot;offset&amp;quot; on top of a pawn's base psyfocus gain of 50%/day. With 50 buildable items in the vicinity, the anima tree will not provide any bonus to meditation but any items providing bonuses will still provide the benefit. The lowest possible psyfocus gain is 50% per day while the maximum amount lost is -34% per day, if a single animus stone is used. A pawn will actually meditate at the animus stone over the anima tree but anima trees do not provide a bonus to animus stones, 2 animus stones are needed to see any bonus beyond 50% psyfocus gain per day. This will generate psyfocus at a rate of 2.08% per hour. With 5 animus stones, the rate will be 58% per day, or 2.42% per hour. &lt;br /&gt;
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.&lt;br /&gt;
&lt;br /&gt;
Psycasters lose psyfocus at a maximum rate of 7.5% per day. The least a psycaster will need to meditate using option 1 is for 1.95 hours with 5 animus stones. The least a psycaster will need to meditate using option 2 with 5 animus stones is for 3.10 hours. During that additional 1.15 hours or 2875 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 221 cells. Since a return trip is required, anima trees outside of 110 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings. &lt;br /&gt;
&lt;br /&gt;
If only using small nature shrines (as 5 animus stones are expensive and difficult to acquire, especially at the stage of game when anima grass is most desired) the times to meditate become 3.42%/hr vs. 2.17%/hr (note that the addition of shrines allows the full -30% penalty). During that additional 1.26 hours or 3150 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 242 cells. Since a return trip is required, anima trees outside of 121 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings.&lt;br /&gt;
&lt;br /&gt;
On the default map size of 250x250, the furthest point from the center is 125 to 176 cells depending on direction. However, trees on the far edge of the map should probably be chopped in hopes of a better location as those locations will likely not be built around anyways. An anima tree in a central location should left building free, with likely starting locations such as dining halls and bedrooms placed within 86 cells of the edge of the build radius warning. &lt;br /&gt;
&lt;br /&gt;
With longer meditation times, the travel time becomes less significant but the building penalty still applies to anima grass growth. It becomes difficult to see any advantage to a tree being enclosed by buildings for the purposes of creating psycasters or using high cost psycasts. It is also easier to make a pawn move faster than it is to place an anima tree for a slow pawn. Colonist risk far from safety is still a factor. &lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
For maximum growth, [[schedule]] one or more colonists to just meditation, only stopping to eat or sleep. This also reduces travel time, useful if you have built away from the anima tree. Meditating will provide some [[recreation]]; while they will rapidly become [[Recreation#Recreation tolerance|bored]] with it, it will still keep the bar full if done all day. If a ruin or natural wall is within 6 tiles, consider [[roof]]ing over their meditation spot to keep them out of the [[weather|rain]] and [[toxic fallout]]. &lt;br /&gt;
&lt;br /&gt;
If the anima tree is very nearby to the colony, then you can also schedule meditation for all tribal colonists in place of recreation. Meditation does fill up the recreation meter, even if colonists will get bored of it. If a large portion of colonists are set to meditation, then you will quickly hit the soft limit for grass growth.&lt;br /&gt;
&lt;br /&gt;
While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[word of trust]] or [[word of inspiration]], and is valuable for keeping casters combat-ready as well.&lt;br /&gt;
&lt;br /&gt;
Temporary pawns from quests with a natural meditation focus can meditate at the tree even if they are incapable of working. &lt;br /&gt;
&lt;br /&gt;
Prisoners with a psylink will meditate a few hours per day to maintain their psyfocus. Building a prison barrack around the tree with natural meditation focus psycaster prisoners will slowly generate anima grass.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Anima tree a.png|Anima tree variant A&lt;br /&gt;
Anima tree b.png|Anima tree variant B&lt;br /&gt;
Anima tree c.png|Anima tree variant C&lt;br /&gt;
Anima tree d.png|Anima tree variant D&lt;br /&gt;
Anima tree e.png|Anima tree variant E&lt;br /&gt;
Stump chopped anima a.png|[[Chopped anima stump]] variant A&lt;br /&gt;
Stump chopped anima b.png|[[Chopped anima stump]] variant B&lt;br /&gt;
Stump smashed anima a.png|[[Smashed anima stump]] variant A&lt;br /&gt;
Stump smashed anima b.png|[[Smashed anima stump]] variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -&amp;gt; 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow. Fix: Anima tree doesn't heal properly. Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Anima trees can display negative meditation values. Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Anima grass growth rate is now slowed, like the psyfocus penalty, when the tree is near artificial buildings. Fix: Typo on anima tree linking ritual.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Description updated.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=175500</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=175500"/>
		<updated>2026-02-18T14:37:15Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Hostility */ Fleshbeast Emergence is currently not functioning. It may be a bug and may be corrected but for now, it doesn't exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General cleanliness and polish pass}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Creepjoiner&lt;br /&gt;
| image = Timeless_one.png&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Human&lt;br /&gt;
| honor value = 3&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| vacuum resistance = 0&lt;br /&gt;
| min comfortable temperature = 16&lt;br /&gt;
| max comfortable temperature = 26&lt;br /&gt;
| marketvalue = 1750&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = omnivorous (human)&lt;br /&gt;
| meatname = human meat&lt;br /&gt;
| leathername = human leather&lt;br /&gt;
| gestation = 18&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = left fist&lt;br /&gt;
| attack1labelNoLocation = fist&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack1part = LeftHand&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = right fist&lt;br /&gt;
| attack2labelNoLocation = fist&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack2part = RightHand&lt;br /&gt;
&amp;lt;!-- 3. Attack --&amp;gt;&lt;br /&gt;
| attack3label = head&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack3part = HeadAttackTool&lt;br /&gt;
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
&amp;lt;!-- 4. Attack --&amp;gt;&lt;br /&gt;
| attack4label = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.07&lt;br /&gt;
| attack4part = Teeth}}&lt;br /&gt;
&lt;br /&gt;
'''Creepjoiners'''&amp;lt;ref&amp;gt;The term ''creepjoiner'' is taken from the game's code, and is not used in-game.&amp;lt;/ref&amp;gt; are a phenomenon added by the [[Anomaly DLC]]. They are humans who will randomly arrive at your colony offering to join, typically providing great benefits but often concealing downsides that can range from minor annoyances to debilitatingly dangerous. Creepjoiners can be encountered even before activating the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners always request to join the colony. They will appear on the edge of the map and make their way to a nearby location - similar to a [[trader]] - where they will linger and wait for someone to be sent to talk to them. Upon doing so, three options are presented: to accept the request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request.&lt;br /&gt;
&lt;br /&gt;
If rejected or if ignored for {{ticks/gametime/days|60000}}, creepjoiners have an equal chance to either depart peacefully or to immediately become hostile and attack.&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has an upside and a possible downside. Potential options for each of these can found in the [[#Benefits|Benefits]] and [[#Drawbacks|Drawbacks]] sections.&lt;br /&gt;
&lt;br /&gt;
All creepjoiners are initially [[unwaveringly loyal]]. This condition is permanently removed if they are allowed to join the colony. If arrested before joining, such as by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;''&amp;quot; option when first speaking to them, they can only be recruited by removing their unwavering status using the [[brainwipe]] [[ritual]]. Creepjoiners can also be [[Slavery|enslaved]], {{IdeologyIcon}} although their extremely high will of 80-90 makes this very tedious.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced [[Research#Anomaly|void research]] if taken prisoner. They give 2 Advanced research with a cooldown of 2 days. The creepjoiner must be able to walk to be studied.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners cannot be duplicated by the [[corrupted obelisk]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiners are unable to romance ordinary pawns, but they can romance other creepjoiners or be forced into relationships by pawns with the [[psychic bonding]] gene. {{BiotechIcon}} Creepjoiners can become [[pregnant]] {{BiotechIcon}}, but their children will be normal humans and not inherit any of the unique mechanics of creepjoiners.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage_Creepjoiners.png|thumb|A marriage ceremony between two creepjoiners. Other pawns from the colony are participating.]]&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners start appearing randomly after 10 days from game start. Reoccurrences are subject to a 60-day cooldown. There are no other requirements, but until the Monolith reaches level 2, the metalhorror variant is disabled, making creepjoiners slightly rarer.&lt;br /&gt;
&lt;br /&gt;
==== Farming ====&lt;br /&gt;
&lt;br /&gt;
It is possible to reliably spawn creepjoiners via [[void provocation]]. The monolith must be kept at level 2, and [[metalhorror]] must be left undiscovered (keeping colony population at 3 or less will prevent it from appearing naturally). In this state, void provocation can spawn a metalhorror-infected creepjoiner, and will do so every time (subject to the 60-day creepjoiner cooldown) after all other advanced entities are discovered. This basically guarantees one creepjoiner per year, with the added benefit of blocking non-metalhorror downsides, including the permanently detrimental ones.&lt;br /&gt;
&lt;br /&gt;
Of course, once such a creepjoiner is accepted into the colony, a metalhorror encounter is inevitable – which means this method can be used to recruit only one creepjoiner per playthrough (or one batch of creepjoiners, but they would need to be gathered over many years into a cryptosleep stash then recruited all at once). Therefore, it's best used as a mechanism to reroll creepjoiners until a highly desirable one appears. Bad creepjoiners can be reliably disposed of without revealing their metalhorrors by simply allowing them to join and immediately banishing – this can even be done with the game paused.&lt;br /&gt;
&lt;br /&gt;
Naturally-occurring creepjoiners and void provocation-summoned creepjoiners are on separate 60-day cooldowns, so a colony actively farming them can expect to average some 1.5 creepjoiners per year.{{Check Tag|Code?|In actual gameplay on 1.6.4566, it clearly works like this, but from looking at the code, it's not clear why it would, could this be a bug?}}&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner type comes with preset equipment, traits, and possible [[#Benefit|benefits]]. A brief summary of each possible type's notable properties is provided here:&lt;br /&gt;
&lt;br /&gt;
* '''Leathery stranger:''' No unique effects.&lt;br /&gt;
* '''Dark scholar:''' Has the [[Psychopath]] trait, 14-20 in the [[Intellectual]] skill, and several surgical scars.&lt;br /&gt;
* '''Deal maker:''' Has the [[Beautiful]] trait and 14-20 in the [[Shooting]] and [[Social]] skills.&lt;br /&gt;
* '''Drifter:''' No unique effects.&lt;br /&gt;
* '''Blind healer:''' Always spawns missing both eyes, which can be replaced with full functionality by the [[Ailments#Healing method table|usual methods]]. Guaranteed to have the ''unnatural healing'' benefit.&lt;br /&gt;
* '''Timeless one:''' Always between 13 and 16 years old. Not to be confused with [[Ageless]].{{BiotechIcon}}&lt;br /&gt;
* '''Cult escapee:''' Usually has many surgical scars and/or removed body parts. 50% chance to spawn with a [[flesh tentacle]] on either arm.&lt;br /&gt;
* '''Lone genius:''' Has the [[Too smart]] and [[Abrasive]] traits, as well as 13-18 in the [[Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
Every creepjoiner has a single benefit, chosen at random. Most creepjoiner types have a specific list of possible benefits that they are restricted to; for more information, consult the [[#Pawn Kinds|Pawn Kinds]] table at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect human:''' Has the [[Industrious]] trait and 14 to 18 in all [[skills]]. Also has the unique [[Perfect memory]] trait, which entirely disables skill decay.&lt;br /&gt;
* '''Occultist:''' Has the unique [[Occultist]] trait.&lt;br /&gt;
* '''Unnatural healing:''' Has the ''unnatural healing'' ability (see below).&lt;br /&gt;
** This benefit has a weight of 0.5 (compared to the weight of 1 for every other benefit), making it less likely to be chosen on its own.&lt;br /&gt;
* '''Shambler overlord:''' Has the ''release deadlife dust'' ability.&lt;br /&gt;
* '''Fleshcrafter:''' Has the ''shape flesh'' ability.&lt;br /&gt;
* '''Alchemist:''' Has the ''transmute steel'' ability.&lt;br /&gt;
* '''Joybringer:''' Has the unique [[Joyous]] trait, which grants {{good|+20}} opinion from all other pawns and a {{Thought|desc=Wherever I go, I can feel the joyous one in the back of my mind. It makes me feel good. Very good.|label=Joyous presence|value=+3|stack=1}} to all colonists on the map.&lt;br /&gt;
* '''Death refusal:''' Starts with four uses of [[death refusal]].&lt;br /&gt;
* '''Body mastery:''' Has the unique [[Body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* '''Psychic butcher:''' Has the ''psychic slaughter'' ability.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* Tends all [[bleeding]] wounds at 90-100% [[tend quality]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]]. Cannot happen to arms already replaced by an [[artificial body part]], but arms with only replaced hands will be lost.&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
** Generates [[twisted meat]] where the target once stood, yielding an amount roughly equal to the target's [[meat amount]] stat.&lt;br /&gt;
** Slaughtered [[human]]s will not drop their [[apparel]]. Reconfigured [[Boomalope]]s still explode.&lt;br /&gt;
&lt;br /&gt;
| Single non-[[mechanoid]] pawn. Maximum [[body size]] of 2.5. Cannot target self.&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of [[steel]] into an equivalent amount of [[twisted meat]], [[gold]], [[plasteel]], [[bioferrite]], or [[uranium]], chosen at random.&lt;br /&gt;
** Can also target [[steel slag chunk]]s (but ''not'' [[mechanoid slag chunk]]s), yielding 15 of one of the aforementioned resources.&lt;br /&gt;
** Can also target any [[stuff]]able steel item or building, which randomly changes its stuff type to one of the aforementioned resources (excluding twisted meat).&lt;br /&gt;
| 1-75 steel; steel slag chunks; steel items or buildings&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Release a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud centered on the caster that reanimates any non-[[mechanoid]] corpse within about a 5-tile radius as a friendly [[shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| All non-[[mechanoid]] corpses in range&lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[mechanoid]] [[corpse]] into a hostile [[fleshbeast]].&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3.5]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.51]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse&lt;br /&gt;
| 25 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners typically have one downside applied to them upon spawning. These downsides are almost always hidden from the player, and only become revealed when their effects first manifest. A list of possible drawbacks includes:&lt;br /&gt;
&lt;br /&gt;
* Nothing.&lt;br /&gt;
* '''Desertion:''' After 9-30 days in the colony, the creepjoiner will suddenly depart. They will immediately attempt to exit the map, abandoning any work they were doing in the process.&lt;br /&gt;
** This drawback has a weight of 3 (compared to the weight of 1 for every other downside), making it more likely to be chosen than any other drawback.&lt;br /&gt;
** [[Prisoner|Imprisoned]] or [[Slave|enslaved]] {{IdeologyIcon}} creepjoiners will wait until they are freed to desert.&lt;br /&gt;
** A creepjoiner captured while deserting and subsequently recruited or enslaved {{IdeologyIcon}} will not attempt to desert again.&lt;br /&gt;
** Creepjoiners can desert even when they are currently [[downed]].&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. ''&lt;br /&gt;
* '''Aggressive:''' After 9-30 days in the colony, the creepjoiner suddenly becomes hostile and attacks.&lt;br /&gt;
* '''Metalhorror:'''  The creepjoiner is secretly infected with a [[metalhorror]].&lt;br /&gt;
** Creepjoiners with this downside will always become hostile if not accepted by the colony.&lt;br /&gt;
** This downside does not appear under normal conditions. Instead, creepjoiners with a metalhorror can only appear as part of a unique incident that appears identical to a regular arrival. It is naturally 5% as likely to appear as a regular creepjoiner, but is one possible outcome of [[void provocation]]. &lt;br /&gt;
** Outside of the ''ambient horror'' [[AI_Storytellers#Anomaly|storyteller option]], the [[monolith]] must be at least level 2 for this downside to occur.&lt;br /&gt;
* '''Crumbling mind:''' After 1-3 days, the creepjoiner is revealed to be suffering from a [[crumbling mind]].&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will soon cause severe mental degradation. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but they will become very ill within the next few days.''	&lt;br /&gt;
* '''Void fascination:''' Guaranteed to have the unique [[Void fascination]] trait. Immediately apparent.[[File:AgonyPulseDeath.png|right|450px]]&lt;br /&gt;
* '''Psychic agony:''' The creepjoiner periodically emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|agony pulse]], affecting all pawns within 14.9 tiles ''including the creepjoiner themselves.'' This happens once every 30 days on average, with a minimum time of 5 days between each occurrence. &lt;br /&gt;
** Can be diagnosed early with a surgical inspection: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it.''&amp;quot;&lt;br /&gt;
** Affected targets receive {{bad|+100%}} [[pain]], which is enough to instantly down all pawns without a source of pain reduction. After {{ticks|600}} to {{ticks|900}}, this is reduced to a milder {{bad|+25%}} pain that lasts between {{ticks/gametime/days|120000}} and {{ticks/gametime/days|240000}}. &lt;br /&gt;
** At 100% pain, [[consciousness]] is reduced by 40%, meaning that Agony Pulses can kill pawns when combined with consciousness reductions from other sources. &lt;br /&gt;
** The agony pulse is ''not'' modulated by [[psychic sensitivity]]; even [[psychically deaf]] pawns will suffer its effects.&lt;br /&gt;
* '''Organ decay:''' After 3-5 days, the creepjoiner will reveal that they are suffering from [[organ decay]] in 3-5 internal organs. This uses a unique variant of organ decay that progresses three times faster than normal, allowing only 10-20 days to treat each instance.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection: ''&amp;quot;&amp;lt;CREEPJOINER NAME&amp;gt; is showing early signs of a severe condition which will cause their organs to rapidly deteriorate. &amp;lt;PAWN NAME&amp;gt; can't yet tell exactly what is causing this, but &amp;lt;CREEPJOINER NAME&amp;gt; will become very ill within the next few days.&amp;quot;''&lt;br /&gt;
* '''Disturbing:''' Guaranteed to have the unique [[Disturbing]] trait. Immediately apparent.&lt;br /&gt;
&lt;br /&gt;
=== Hostility ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether they are recruited, all creepjoiners will immediately become hostile the first time they receive friendly fire damage or a colonist attempts to [[slavery|enslave]] {{IdeologyIcon}} them once their will reaches 0. This can only happen once for each creepjoiner, but will never expire, so there is always the possibility of the creepjoiner turning hostile until it actually happens.&lt;br /&gt;
&lt;br /&gt;
Each creepjoiner has a special effect, chosen randomly, that will activate when they become hostile:&lt;br /&gt;
&lt;br /&gt;
* '''Basic assault:''' No special effects.&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility responses.&lt;br /&gt;
* '''Sightstealer attack:''' The creepjoiner will scream and summon [[sightstealer]]s to attack the colony.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... ''&lt;br /&gt;
&lt;br /&gt;
These effects also trigger if the creepjoiner dies by any means.&lt;br /&gt;
&lt;br /&gt;
An easy way to resolve a creepjoiner's hostility is to anaesthetize them then punch them while they're out. They will become hostile, but remain incapacitated, enabling safe capture and re-recruitment. Of course, this will still destroy the creepjoiner if fleshbeast emergence was randomly picked as their way of retaliating.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The abilities possessed by creepjoiners range from modestly useful to potentially colony-changing. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Carefully inspect the pawn's entire Bio and Health tab before recruiting them. One must decide whether the potential risks a creepjoiner brings are worth it, but also weigh the downsides of ''not'' recruiting them (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[surgical inspection]] can reveal some potential downsides early - making it a useful habit to practice with new creepjoiners - but not all of them. Vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
A creepjoiner's time-based downsides (such as ''organ decay'' or ''crumbling mind'') can be halted by placing them inside a [[cryptosleep casket]] until treatment is available. This will naturally disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them physically isolated. [[Allowed area]]s and [[schedule|scheduling]] can be used to mitigate their proximity to other colonists until their downside is revealed for what it is.&lt;br /&gt;
&lt;br /&gt;
Before you have ruled out the possibility of desertion, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not be able to catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;br /&gt;
&lt;br /&gt;
The potential for [[#Hostility|fleshbeast emergence]] should also be ruled out before equipping a creepjoiner with powerful gear or [[genes]] {{BiotechIcon}}. Because it destroys the body outright, any equipped gear or installed parts are destroyed with no chance for recovery. This ignores (and negates!) [[death refusal]] and [[deathless]] {{BiotechIcon}}, so it is important to either rule out the possibility of fleshbeast emergence before applying these powerful effects, or to simply accept the risk that they may be wasted.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Fix: Crash trying to use psychic slaughter on escaping entity in niche circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner error if map is destroyed&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Faction goodwill was not affected by killing pawn via psychic slaughter.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=174435</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=174435"/>
		<updated>2026-01-27T20:35:28Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Run Wild is possible at 1 colonist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them. A few types of mental break, like catatonic breakdown or crisis of belief{{IdeologyIcon}}, do not cause mental state.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
Some mental states may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]]. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.{{Check Tag|Values?}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=172652</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=172652"/>
		<updated>2025-11-25T23:34:43Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Foraging */ Prisoners cannot forage: confirmed accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stub|reason=Bedroll mechanics inc. rest efficiency, couples, etc}}&lt;br /&gt;
{{For|caravans visiting you from other factions|Trader}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes and leave the current map tile. Goods can be carried by animals, colonists, or prisoners to facilitate trading on your own schedule; a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, creates trade opportunities at your pace, rather than waiting for random traders to arrive at your location. It also provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with. Also, you get a 2% price bonus for direct trading. It also avoids the cost for requesting traders at the [[comms console]].&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Form Caravan.png|Form caravan|64px]]&lt;br /&gt;
| [[File:Abandon Home.png|Abandon settlement|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Form caravan&lt;br /&gt;
| Abandon settlement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals, and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
When forming a caravan, the first pop-up menu has the player choose which pawns will join the caravan, including colonists, [[animal]]s, any [[prisoner]]s you want to transport, and, if you have [[Biotech]], any [[Mechanoid]]s your Mechanitor{{BiotechIcon}} possesses. At least one colonist must be chosen.&lt;br /&gt;
&lt;br /&gt;
There are three different ways that caravans are formed:&lt;br /&gt;
&lt;br /&gt;
* A caravan ''without'' pack animals forms the quickest. Colonists only need to pack items into their personal inventory and can exit the map rather quickly.&lt;br /&gt;
* A caravan ''with'' pack animals suffers from a loading phase where colonists must load selected items into the animal's inventory. This can take a long time if there are lots of items to pack or there aren't many [[work#haul|haulers]] available.&lt;br /&gt;
* A caravan already traveling in the World Map will reform instantly and not require a loading phase, regardless of pack animals.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to join the initial caravan. Once your caravan is traveling, though, colonists can carry incapacitated humans and animals at a normal speed.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan (highest social skill.)&lt;br /&gt;
&lt;br /&gt;
Mechanoids {{BiotechIcon}} inside a caravan without their overseer Mechanitor cannot be commanded to do anything when drafted as there is no signal for them to move or command to move towards, but can still be brought over as a caravan as long as the Mechanitor in question still has enough bandwidth to maintain their control in anywhere. Mechanoids will always add their carrying capacity to the caravan, regardless of whether their overseer is in the caravan.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan, you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
The carrying capacity of humans and [[Pack animal|pack animals]] in a caravan is separate from their [[Carrying Capacity]] for hauling, and is given by their Body Size multiplied by 35. For humans, this includes the clothing, gear, and inventory that they already have.&lt;br /&gt;
&lt;br /&gt;
Caravan carrying capacity:&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Type|Type]] !! [[Property:Pack Capacity|Pack capacity]] (kg)&lt;br /&gt;
{{#ask: [[Category:Pack Animal]] OR [[Pack Capacity::+]] [[Resource 1::+]]&lt;br /&gt;
| ?Type&lt;br /&gt;
| ?Pack Capacity&lt;br /&gt;
| sort = From DLC, Type, Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity according to their body size.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn), they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] and [&amp;lt;] arrows from +/−1 to:&lt;br /&gt;
&lt;br /&gt;
* {{Key|CTRL}}: +/−10&lt;br /&gt;
* {{Key|SHIFT}}: +/−100&lt;br /&gt;
* {{Key|CTRL}}+{{Key|SHIFT}}: +/−1000&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close-up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravan members will feed as needed while traveling or resting, so long as there's food in the caravan inventory ''and'' they are [[Food policy|assigned]] to eat a type of food being carried. Colonists who are part of a caravan will automatically forage for raw food, with yield depending on the environment and the colonist's Growing [[skill]]. Foraging is not recommended as the caravan's ''primary'' food source, however, as it may result in food poisoning (2% chance/meal) like all raw food consumption. &lt;br /&gt;
&lt;br /&gt;
Herbivorous animals can generally graze on their environment for nutrition while traveling, except in extreme biomes like ice sheets and deserts. However, carnivorous and omnivorous animals cannot hunt nor scavenge while traveling in a caravan. Extra appropriate food must be brought for them or they will starve. &lt;br /&gt;
&lt;br /&gt;
A caravan's '''time to destination''' is displayed in the inspect pane when a caravan is selected on the World Map screen. This allows for careful coordination of trip length and food stores when planning a caravan. &lt;br /&gt;
&lt;br /&gt;
Most food spoils without refrigeration rather quickly. Supplies with the soonest expiration date are automatically consumed first.&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (spoils in 4 days).&lt;br /&gt;
* [[Berries]] can last through mid-length journeys (up to 14 days), although they are less weight-efficient and add the chance (2%/meal) of food poisoning. &lt;br /&gt;
* [[Pemmican]] is useful for long-distance travel (lasts over 1 year).&lt;br /&gt;
* [[Packaged survival meal]]s are also excellent for long journeys (never expire).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While traveling, [[caravan#events|caravan events]] may trigger such as [[manhunter pack]]s or pirate raids, all of which generate ''mini-maps''. After threats have been eliminated, it's possible to scavenge a mini-map for food, game, herbal medicine, and other resources. All animals will automatically feed in a mini-map.&lt;br /&gt;
&lt;br /&gt;
After lingering on a mini-map for several days, the storyteller will spawn a raid as a way of forcing you to ''reform the caravan''.&lt;br /&gt;
Upon reforming a caravan, all items, animals, and pawns must be manually selected to be included with your reformed caravan, or they'll be lost forever.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Forming Caravan.png|Badge for pawns forming caravan|64px]]&lt;br /&gt;
| [[File:Add To Caravan.png|Add to caravan|64px]]&lt;br /&gt;
| [[File:Remove From Caravan.png|Remove from caravan|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Badge for pawns&amp;lt;br/&amp;gt;forming caravan&lt;br /&gt;
| Add to caravan&lt;br /&gt;
| Remove from caravan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists and animals will gather around a [[caravan hitching spot]] or a random place within your home area and wait for all members to assemble.&lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan hitching spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan hitching spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be canceled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
The 'Choose Route' button allows the player to set destinations for a caravan. Right-clicking a tile on the World Map will create a float menu with travel options. The quickest route to a destination is automatically calculated, taking terrain types and roads into account. &lt;br /&gt;
Once a destination tile and inventory are chosen, traveling colonists will collect items to their inventories and then exit the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos' path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind the animal area drawn is to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
* If a caravan includes a lot of animals or items, the process of gathering those can be ''very'' time-consuming. Starting a larger caravan at 0400, it's not unusual to leave (well) after 1200, 8+ hours of &amp;quot;Forming Caravan&amp;quot;. To reduce this time, you can add additional pawns to the Caravan roster, dedicating them to the loading process, either when you create the Caravan or after (by selecting a pawn and clicking &amp;quot;Add to Caravan&amp;quot;). You can remove them prior to exiting the map in the same way. This may not be necessary, as in 1.5, it has been observed that non-caravan colonists help out with loading/unloading. You can even create the caravan with one set of pawns, add others, and remove the original set; this is handy to start the process as soon as possible if your desired travelers are busy early in the morning, or you just want them to get as much sleep as possible before the journey.&lt;br /&gt;
:* If you remove colonists from the caravan ''before'' leaving, their animals are released to wander and must be re-gathered by the (fewer) remaining caravaners, which might take another hour or more. It may be a better idea to let all colonists leave the map together, then immediately pause the game and jump to the World Map, select the caravan and click &amp;quot;Split Caravan&amp;quot;, sending whichever colonists you wish instantly right back to the base map while the main caravan body continues on. Be sure the carrying capacity of the remaining pawns is enough to carry all the intended items.&lt;br /&gt;
&lt;br /&gt;
* Sometimes you start forming a caravan late in the day, or realize you won't make the 2200 cut-off for traveling that day. If you wait until ''after'' 2200 (when domestic animals sleep), you can create un-owned [[animal sleeping spot]]s around the [[caravan hitching spot]], un-form the caravan, and the (still-packed) animals will bed down there for the night. If you then start early the next morning (''well'' before they start to wake around 0600), the animals are near to the hitching spot and easy to round up when you re-create the caravan. There may be some unpacking/repacking of items, but your colonists won't have to chase the same animals all over the map again.&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
* Faster unloading caravan with lots of carriage: before entering the home cell while returning home, choose another route that will take you through the settlement cell. When the caravan is moving over the center of the base on the world map split it off all creatures except one pawn. That one pawn will become immovable due to overload, but You will be able to click on settlement and choose the option to enter. Then, you can draft him to stockpile and unload all items with a down-pointing arrow button from the inventory screen. If a returning caravan has only one pawn, you can make another one to meet him near to be able to split.&lt;br /&gt;
&lt;br /&gt;
== Traveling ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[File:Settle.png|Settle|64px]]&lt;br /&gt;
| [[File:Split Caravan.png|Split|64px]]&lt;br /&gt;
| [[File:Merge Caravans.png|Merge|64px]]&lt;br /&gt;
| [[File:Pause Caravan.png|Pause|64px]]&lt;br /&gt;
| [[File:Trade.png|Trade|64px]]&lt;br /&gt;
| [[File:Fulfill Trade Request.png|Fulfill trade request|64px]]&lt;br /&gt;
| [[File:Offer Gifts.png|Offer gifts|64px]]&lt;br /&gt;
| [[File:Attack Settlement.png|Attack|64px]]&lt;br /&gt;
|-&lt;br /&gt;
| Settle&lt;br /&gt;
| Split&lt;br /&gt;
| Merge&lt;br /&gt;
| Pause&lt;br /&gt;
| Trade&lt;br /&gt;
| Fulfill trade request&lt;br /&gt;
| Offer gifts&lt;br /&gt;
| Attack&lt;br /&gt;
|}&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* '''Move''' - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* '''Settle''' - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* '''Split''' - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* '''Merge''' - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* '''Trade''' - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* '''Attack''' - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
* '''Offer gifts''' - If your relations with a faction are not high enough to trade, you can offer them gifts in an attempt to improve relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
# Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
# Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
# Days of food - number of days before your caravan runs out of available food. If your caravan is low on food, the player receives a text note on the side of the screen. Caravans with low food are also warned before exiting the map. Compare the days of food to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
# Base movement time: Movement speed based on rideable animals, carried mass, mass capacity, and terrain. Pawn's manipulation, moving, move speed do not impact movement speed.&lt;br /&gt;
# Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
# Visibility: How vulnerable your caravan is to ambush attacks. Visibility is affected by the ratio of inventory mass to caravan carrying capacity.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as:&lt;br /&gt;
&lt;br /&gt;
* Between hours 2200 and 0600 while the members sleep and rest.&lt;br /&gt;
** They will still rest even if all members are fully rested.&lt;br /&gt;
** Caravans sleep during those hours regardless of what the colonists are assigned in the Schedules menu.&lt;br /&gt;
* When all colonists are downed or having a minor/major mental break.&lt;br /&gt;
* When any member is having an extreme mental break.&lt;br /&gt;
** Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
** Minor or major mental breaks won't stop the caravan as long as at least one person is still functional. If a colonist is in the midst of a mental break when you settle or get ambushed, they will still be having it when they appear on the map.&lt;br /&gt;
* If the player manually pauses the caravan.&lt;br /&gt;
** Paused caravans forage faster, members can socialize, and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns traveling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier. If there is insufficient food to feed the entire caravan, humans will be fed before animals.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
If you bring [[Beer]] along with you, colonists may consume it during their journey. The mood bonus it provides can help keep colonists sane when away from the colony for long stretches of time.&lt;br /&gt;
&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, verification, integration with [[Foraged Food Amount]]}}&lt;br /&gt;
Every colonist and [[slave]]{{IdeologyIcon}} in a caravan can forage for raw food.&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of [[Skills#Plants|Plants]] at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Plants colonist can break even with food consumption when the caravan is resting, and a level 18 Plants colonist can constantly forage more than he eats while traveling.&lt;br /&gt;
&lt;br /&gt;
Foraging is also affected by manipulation (50% importance, 100% max) and sight (90% importance), so giving caravanners [[bionic eye]]s or [[archotech eye]]s increases foraging.&lt;br /&gt;
&lt;br /&gt;
Having a tribal start grants a 170% multiplier to foraging, as shown by a &amp;quot;Faction Type: 170%&amp;quot; line in the tooltip. This means that in temperate forests or swamps, a level 6 Plants colonist will break even with food consumption when the caravan is resting, and a level 11 Plants colonist can constantly forage more than they eat while traveling. If Tribal colonists with good Plants skills have enough meals or other food to eat during a trip through terrain with good forage, they may return with a nontrivial quantity of berries.&lt;br /&gt;
&lt;br /&gt;
==== Energy ====&lt;br /&gt;
{{Biotech|No Category}}&lt;br /&gt;
When on the world map, [[Mechanitor|friendly mechanoids]] consume no power. However, if a mechanoid does run out of power during the caravan, such as during an ambush, it will go under a permanent Dormant Self-charge state until someone brings it to a nearby mech recharger.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists on caravan gain [[recreation]] while stopped at a rate of 10% per hour, of the Solitary type if they are alone, or a mix of Solitary and Social if two or more colonists are on the same caravan. Tolerance is gained at an equivalent rate to Extremely Low Expectations, regardless of the expectations at the colony or the amount of wealth taken on the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
Pawns in a caravan will also regenerate [[psyfocus]] while remaining stationary or waiting.{{Check Tag|Rate?|How much psyfocus per hour? Add to both Psycasts and Caravan}} This, however, does not apply when the caravan is resting due to sleep. This allows for usage of psycasts even while on long caravan journeys, provided some time is taken off to recharge.&lt;br /&gt;
&lt;br /&gt;
=== Caravan schedule ===&lt;br /&gt;
{{Stub|section=1|reason=This section and its subsidiaries are rough outline only - it needs verification, expansion and clean up. Additionally: never sleep is also faster when they wouldn't have to travel the whole night to get home - either because they started not first thing in the morning or the travel time is &amp;gt;18hrs by riding but not 24 hrs by riding and not 24hrs by foot}}&lt;br /&gt;
All caravans start moving at 0600 hours and stop at 2200 hours, and they rest while not moving. This travel routine is adhered to regardless of pawn traits or [[Assign|schedule]], i.e. a [[night owl]] pawn scheduled to sleep during the day will still caravan from 0600 to 2200 hours. If a newly formed caravan leaves the colony map after 2200 hours, it will enter the world map and rest until 0600 the next morning. Similarly, if they don't reach their destination tile by 2200, they will stop to rest, even if they are just a single tile away.&lt;br /&gt;
&lt;br /&gt;
The exception to this mandatory rest period involves a caravan with no animals and a caravan where all human caravan members have either a [[circadian half-cycler]]{{RoyaltyIcon}}, the [[never sleep]] gene,{{BiotechIcon}} or the [[body mastery]]{{AnomalyIcon}} trait, with or without mechanoids{{BiotechIcon}}. If this is the case, the caravan will continue traveling 24 hours a day. Though the practicality of doing this is up for debate as, referring to the [[Caravan#Caravan Movement Speed|table]], if all members of the caravan are riding a horse (1.6 mount multiplier) it is 6.67% faster than all of them never sleeping. Therefore the only time 24/7 caravanning would be useful is in the early game when access to horses is limited and only slower mounts such as dromedaries or donkeys are available or when on an extreme temperature tile like the ice sheet. It's also worth noting that caravanning pawns will do solitary or social recreation when the caravan is resting which could cause a 24/7 caravanning pawn to suffer mood penalties from recreation deprivation.&lt;br /&gt;
&lt;br /&gt;
Note that if a caravan is partway between a tile and a settlement, camp, outpost, or similar map fixture, the caravan will continue traveling until they reach that fixture, even if it's after 2200. {{Check Tag|Details|Does it only occur when moving to a fixture, or does it also occur when moving away?}}&lt;br /&gt;
&lt;br /&gt;
=== Caravan Movement Speed ===&lt;br /&gt;
Caravan movement speed follows the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Caravan movement speed''' = (13.6 * Multiplier from Ridden Animals * Multiplier from Carried Mass)/Terrain Movement Difficulty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using this equation we can run an analysis on the value of different methods of caravanning, assuming a solo pawn and values for carried mass are 100% with a terrain difficulty of 1&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Method !! Base Multiplier !! Multiplier from Ridden Animals !! Multiplier from Carried Mass !! Terrain Movement Difficulty !! Hours Slept !! Days Travelled !! Distance Travelled&lt;br /&gt;
|- &lt;br /&gt;
! No Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! No Mount + No Sleep&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}} &lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|0}}&lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Slow Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.3}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|-&lt;br /&gt;
! Fast Mount&lt;br /&gt;
| {{#vardefineecho:BaseMultiplier|13.6}}&lt;br /&gt;
| {{#vardefineecho:MountMultiplier|1.6}}&lt;br /&gt;
| {{#vardefineecho:MassMultiplier|1}}&lt;br /&gt;
| {{#vardefineecho:TerrainMultiplier|1}} &lt;br /&gt;
| {{#vardefineecho:HoursSlept|8}} &lt;br /&gt;
| {{#vardefineecho:DaysTravelled|1}}&lt;br /&gt;
| {{#expr: (({{#var:BaseMultiplier}}*{{#var:MountMultiplier}}*{{#var:MassMultiplier}})/{{#var:TerrainMultiplier}})*((24-{{#var:HoursSlept}})/24)*{{#var:DaysTravelled}} round 2}} tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rideable animals, carried mass, mass capacity, and terrain all directly impact caravan movement speed.&lt;br /&gt;
&lt;br /&gt;
===== Mounts =====&lt;br /&gt;
{{See also|Pack animals}}&lt;br /&gt;
{{Stub|section=1|reason=How do the inbetween ones work? If I have 1 at 1.6 and 1 at 1.3 do I get 1.45? Wb 1 at 1.6 and 10 without any mount? etc}}&lt;br /&gt;
Adding animals to a caravan may impose a multiplier on caravan speed based on the '''Caravan riding speed''' stat of the animal. The riding speed acts as a multiplier if there is one mount for every human pawn - for example, the caravan speed is multiplied by ×{{Q|Horse|Riding Speed}} if there is at least one [[horse]] for every human.&lt;br /&gt;
&lt;br /&gt;
You get the full multiplier if you have enough mounts for everybody. You get something in between if you don't bring enough or have a mix of speeds.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|c_08 sortable align-center}}&lt;br /&gt;
! Name !! [[Property:Riding Speed|Riding Speed]]&lt;br /&gt;
{{#ask: [[Riding Speed::+]] &lt;br /&gt;
| ?Riding Speed&lt;br /&gt;
| sort = Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Carried mass ratio =====&lt;br /&gt;
Caravan speed also receives a multiplier based on the ratio of Mass Carrier/Mass Capacity. This is between 200% speed for zero mass and 50% (?) for maximum mass.&lt;br /&gt;
&lt;br /&gt;
There is no distinction between carried and equipped mass - an equipped weapon weighs the same as it does when carried in a muffalo's inventory. However, some furniture like [[chair]]s have a lower mass than the materials they yield upon deconstruction.&lt;br /&gt;
&lt;br /&gt;
Caravan speed can be increased by lowering carried mass (dropping items) or adding more pack animals, ultimately decreasing the Mass Carried/Capacity ratio. The speed multiplier will asymptotically approach 200%, thus number of pack animals used has diminishing returns.&lt;br /&gt;
&lt;br /&gt;
===== Terrain =====&lt;br /&gt;
{{Rewrite|reason=Missing biomes and existing ones, and the effect of temperature and/or winter need to be verified.}}&lt;br /&gt;
The game will automatically plot the fastest route to your selected destination, so you will rarely have to pick and choose specific terrain. &lt;br /&gt;
&lt;br /&gt;
The following table lists the movement difficulty of individual world tiles. Flat terrain is naturally the easiest to travel, while hills and mountains will slow you down. If the current temperature of a tile is under {{Temperature|-17.1}}, then movement difficulty will start to sharply increase, maxing out at +2 movement difficulty at {{Temperature|-22.5}} and below. This means cold biomes are easier to traverse in summer than in winter. The cold affects movement difficulty even in deserts where there isn't any snow. &lt;br /&gt;
&lt;br /&gt;
If the tile contains a road, the movement difficulty for that tile will be halved. This is applied after all other calculations, and works the same regardless of the type of road.&lt;br /&gt;
&lt;br /&gt;
Note that 1 movement difficulty roughly equates to 0.06 days or roughly 1.44 hours at base human movement speed.&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}{{#vardefine: color2 | 55DD33}}&amp;lt;!--E3D933--&amp;gt;{{#vardefine: color3 | BBCC22}}{{#vardefine: color4 | EE9900}}&lt;br /&gt;
:{| {{STDT| wikitable sortable text-center}}&lt;br /&gt;
! Terrain !! Biome !! Flat !! Small Hills !! Large Hills !! Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | '''Easy'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest    ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra              ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest       ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      ||  1  || 1.5 || 2.5 || 4&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 1.5 ||  -  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 1.5 ||  2  ||  3  || 4.5&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Rainforest     ||  2  || 2.5 || 3.5 ||  5&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Swamp     ||  4  ||  4.5  ||  -  ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Swamp     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Cold Bog     ||  4  || 4.5 || - ||  -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
Note that if you only place the waypoint at the destination(s), &amp;quot;caravan route time&amp;quot; only estimates a 1-way trip. To see the round-trip estimate, place another waypoint at home.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
After you arrive back at your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, but will instead have to be unloaded by haulers.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by [[camping]] whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits, you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from your home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While traveling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
If you know certain resources will be scarce in your new map's biome, or if you want to save time mining, some resources can be [[Advanced_Endgame_Guide#Resource_compression|compressed]] -- that is, built into items with a lower mass than their raw materials.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage of terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting, and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
==== Visibility ====&lt;br /&gt;
{{Stub|section=1|reason=Needs actual equation defining visibility based on total body size}}&lt;br /&gt;
Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the generated map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victorious, you have 24 hours before the caravan automatically reforms to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
# Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
# Check where it's happening. As it is, in this case, right next to the colony, it's possible to quickly send reinforcements. However, you cannot send the backup caravan right into the battle, but must first move to an adjacent tile before joining your comrades.&lt;br /&gt;
# After an encounter ends, a 24-hour countdown begins so you can recover, pick up items, strip the dead/downed, and take care of any other need.&lt;br /&gt;
# To take prisoners, you should build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
# Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
If a hostile pawn that was downed gets up, the caravan will be unable to leave the map tile but the pawn won't be hostile.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
Same as Ambush except with a manhunter pack of animals. Manhunters won't attempt to flee, and colonists can't either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
A number of pirates approach your caravan and demand that you give them items and/or hand over members as slaves. If you don't comply, they will proceed to assault the caravan. It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
Another friendly caravan crosses paths with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging faction relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Reform caravan ===&lt;br /&gt;
You can only reform caravans if there are no hostile pawns on the map or they are all either downed or asleep.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
If a caravan is lost, all items, animals, and prisoners become unrecoverable. A caravan is lost if all colonists die or suffer an irreversible [[mental break]] like Gone Wild or Give Up. Milder mental breaks which can be spontaneously snapped out of, like Sad Wandering, will not lose a caravan.&lt;br /&gt;
&lt;br /&gt;
Colonists, animals, and prisoners can be banished via the 'Social' tab. Items carried by an abandoned pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as in low temperatures), there will be a more severe penalty. Colonists who survive abandonment may eventually make their way back to your colony or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup, potential size reduction, updating from A16 -&amp;gt; Present}}&lt;br /&gt;
{{Image wanted|section=1|reason=Shows bases from A16, they have significantly changed since.}}&lt;br /&gt;
You may raid other settlements on the world map, much like other factions do to your colony. To do this, all you need is to send a caravan to a site, and select the &amp;quot;Attack&amp;quot; interaction option. Attacking settlements gives you an opportunity to steal valuable goods such as [[glitterworld medicine]], [[luciferium]], [[component]]s, as well as weapons and armor.&lt;br /&gt;
&lt;br /&gt;
* See [[Offense tactics|offense tactics]] for specific tips on how to assault outposts and bases.&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
: The below shows bases from the Alpha 16 version of the game.  Settlement defenders of later updates are ''significantly strengthened'' and are harder to defeat and are not scaled down by easier difficulty as other raids are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 1) Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
: 2) Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 3) The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 4) You can click on individual enemy members to see their character skills, gear, and health. Use this to prioritize your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 5) Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 6) Terrain around enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 7) Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 8) [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed, 24h countdown before leaving&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 9) Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 10) Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 11) After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24-hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 12) Since they had three rooms, one can be used as an infirmary and another as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
: 13) You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the tainted apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 14) Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 15) Once you arrive back home, characters will start unloading their inventory and sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
: 16) The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed caravan reform to be allowed with sleeping hostiles on site.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Caravan speed now solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan. Fix: [[Psychoid leaves]], [[ambrosia]], [[smokeleaf leaves]] and [[hops]] can be selected as food for caravans. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: It is possible to sell animals while forming a caravan.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When forming a caravan, downed pawns are sometimes left behind near the map edge. Fix: Pawns resting in caravans don't show the 'Z' icon on their portraits to indicate rest.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Clicking on the &amp;quot;carry pawn&amp;quot; checkbox in caravan screen opens health card. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: [[Babies]] {{BiotechIcon}} can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Captured prisoners escaping from reformed caravans. Fix: Caravans holding relics cause &amp;quot;relic lost&amp;quot; thought on map exit. &lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - 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;
* [[Version/1.5.4062|1.5.4062]] - Ensure humanlikes are fed first in caravans. Fix: Auto selected caravan food not clamping to mass limit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=172651</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=172651"/>
		<updated>2025-11-25T23:28:58Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Friendly fire */ Patch 1.6.4530 corrected the door issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archite_capsule&amp;diff=172647</id>
		<title>Archite capsule</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archite_capsule&amp;diff=172647"/>
		<updated>2025-11-25T22:14:01Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Acquisition */ Updated chance to acquire via xml files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Archite capsule&lt;br /&gt;
| image = Archite capsule.png&lt;br /&gt;
| description = A small capsule containing archites - microscopic machines produced by a superintelligent archotech. These devices are capable of physical and psychic feats which seem impossible to human scientists. As with all archotechnology, no human can create one. We can only try to scavenge the ones that archotechs create for their own unfathomable reasons.&amp;lt;br/&amp;gt;This capsule is useless by itself, but it can be spent at a gene assembler to create a new archite-powered xenogerm. This requires researching archogenetics and a genepack that contains an archite gene. Archite genepacks can be obtained from traders.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 200&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 700&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = ArchiteCapsule&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Archite capsules''' are exotic resources that are spent when adding [[Genes#Archite|archite genes]] to a [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Like all [[Lore#Tech_levels|archotechnology]], archite capsules cannot be crafted. Instead, they can only be acquired through [[trade]] with tradeships, caravans, and [[faction base]]s, or as a reward for performing [[quests]]. Orbital Exotic goods traders will always carry 1 to 2. Exotic Good caravans have a 10% chance to stock 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Number of Capsules per Trader&lt;br /&gt;
|-&lt;br /&gt;
!  !! Base !! Caravan !! Visitor !! Orbital&lt;br /&gt;
|-&lt;br /&gt;
! Neolithic &lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
! Outlander &lt;br /&gt;
| 50% chance of 0&amp;lt;br&amp;gt;25% chance of 1&amp;lt;br&amp;gt;25% chance of 2 &amp;lt;!-- -1 to 2 --&amp;gt;&lt;br /&gt;
| 90% chance of 0&amp;lt;br&amp;gt;10% chance of 1 &amp;lt;!-- -8 to 1 --&amp;gt;&lt;br /&gt;
| ''Can't sell''&lt;br /&gt;
| 50% chance of 1&amp;lt;br&amp;gt;50% chance of 2&amp;lt;br&amp;gt;&amp;lt;!-- 1 to 2 --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archite capsules are necessary for applying [[Genes#Archite|archite genes]] to a [[xenogerm]]. These genes each have an archite capsule cost, denoted by the [[File:Archite capsule required.png|16px|Archite Capsules]] symbol. Archite capsules will be loaded into the [[gene assembler]] before recombination begins, and will be consumed by the process.&lt;br /&gt;
&lt;br /&gt;
In order for the archite capsule to be used by the gene assembler, make sure to have a genepack with archite metabolism requirements. Then have the archite capsules put into the same room as the gene assembler with a stockpile zone for the capsules. The gene assembler will then recognize the archite capsules and use them when you make your genepack. One of the colonists will load the gene assembler with the archite capsules and your main research colonist will make the progress time move faster.&lt;br /&gt;
&lt;br /&gt;
Archite capsules are safe from deterioration, and cannot be burned. However, they can still be stolen, smashed, or blown up.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Archite capsules are largely common when it comes to buying them from traders and settlements, meaning that you don't need to buy them early and keep them until the research is done: You can wait and spend silver on more useful early game items. Archite genes are extremely powerful, but are largely combat pawn based, with [[Scarless]] meaning fewer permanent injuries, [[Deathless]] can allow pawns to become almost invincible (since they can only be downed most of the time), and [[Perfect immunity]] meaning they cannot get infections and will not die from regular illness. Non-combatant pawns can also be greatly improved by using [[Archite metabolism]], or by giving them good genes such as Perfect immunity. [[Ageless]] and [[Non-senescent]] can be put onto older pawns, meaning that they will not develop age-related diseases which can help them last longer. [[Gene implanter]] allows you to duplicate expensive genomes with a long cooldown, so it mostly will act as a supplement if you want to give the genome to a lot of colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_explosives_crate&amp;diff=172639</id>
		<title>Ancient explosives crate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_explosives_crate&amp;diff=172639"/>
		<updated>2025-11-25T21:49:23Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Acquisition */ Added some more examples but not comprehensive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=1) Infobox incomplete - not just the vars that are there, but others that sre relevant will need to be added  2) Mechanical details for summary and analysis 3) This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient explosives crate&lt;br /&gt;
| image = Ancient explosives crate.png&lt;br /&gt;
| description = A container of ancient mining charges. It will explode if damaged. &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2x2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| work to make = &lt;br /&gt;
| deconstruct yield = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4612&lt;br /&gt;
}}&lt;br /&gt;
The '''ancient explosives crate''' is an explosive device found in Odyssey-related ruins. Unlike the smaller [[ancient mining charge]], ancient explosives crates cannot be uninstalled.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Cannot be crafted. Found in Odyssey related sites:&lt;br /&gt;
* Ancient Chemfuel Refinery&lt;br /&gt;
* Ancient Garrison&lt;br /&gt;
* Orbital Platform&lt;br /&gt;
* Quarry&lt;br /&gt;
* Asteroids&lt;br /&gt;
* (Incomplete)&lt;br /&gt;
&lt;br /&gt;
{{Check Tag|Verify|Missing locations. Absent in others}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mining charge 2x2 AoE.png|thumb|left|The radius of the ancient mining charge]]&lt;br /&gt;
&lt;br /&gt;
When detonated, an ancient explosives crate will begin to spark and emit a hissing sound for {{ticks|480}} before exploding, dealing 50 [[Mining Bomb]] damage in a 5.9-tile radius. Mining Bomb damage has additional damage multipliers depending on the target.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered in ancient ruins, ancient explosives crates can be dangerous if detonated by another threat on the same map. Fuel nodes, turrets, hostiles, and especially hunter drone traps can trigger ancient explosives crates.&lt;br /&gt;
&lt;br /&gt;
Unlike ancient mining charges, ancient explosives crates are not practical for mining because they cannot be uninstalled by the player.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_explosives_crate&amp;diff=172638</id>
		<title>Ancient explosives crate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_explosives_crate&amp;diff=172638"/>
		<updated>2025-11-25T21:48:20Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Acquisition */ adding some other known ones then seeing if I can find whole list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=1) Infobox incomplete - not just the vars that are there, but others that sre relevant will need to be added  2) Mechanical details for summary and analysis 3) This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient explosives crate&lt;br /&gt;
| image = Ancient explosives crate.png&lt;br /&gt;
| description = A container of ancient mining charges. It will explode if damaged. &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2x2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| work to make = &lt;br /&gt;
| deconstruct yield = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4612&lt;br /&gt;
}}&lt;br /&gt;
The '''ancient explosives crate''' is an explosive device found in Odyssey-related ruins. Unlike the smaller [[ancient mining charge]], ancient explosives crates cannot be uninstalled.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Cannot be crafted. Found in Odyssey related sites:&lt;br /&gt;
* Ancient Chemfuel Refinery&lt;br /&gt;
* Ancient Garrison&lt;br /&gt;
* Orbital Platform&lt;br /&gt;
* Quarry&lt;br /&gt;
* (Incomplete)&lt;br /&gt;
&lt;br /&gt;
{{Check Tag|Verify|Missing locations. Absent in others}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Mining charge 2x2 AoE.png|thumb|left|The radius of the ancient mining charge]]&lt;br /&gt;
&lt;br /&gt;
When detonated, an ancient explosives crate will begin to spark and emit a hissing sound for {{ticks|480}} before exploding, dealing 50 [[Mining Bomb]] damage in a 5.9-tile radius. Mining Bomb damage has additional damage multipliers depending on the target.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
When encountered in ancient ruins, ancient explosives crates can be dangerous if detonated by another threat on the same map. Fuel nodes, turrets, hostiles, and especially hunter drone traps can trigger ancient explosives crates.&lt;br /&gt;
&lt;br /&gt;
Unlike ancient mining charges, ancient explosives crates are not practical for mining because they cannot be uninstalled by the player.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Barricade&amp;diff=172629</id>
		<title>Barricade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Barricade&amp;diff=172629"/>
		<updated>2025-11-25T17:55:35Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Analysis */ Updated 1.6 stopping info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security&lt;br /&gt;
| name = Barricade&lt;br /&gt;
| image = Barricade.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects. Barricades will block certain kinds of animals the same way that fences do.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.55&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -3&lt;br /&gt;
| terrain affordance = depends on materials&lt;br /&gt;
| work to make = 320&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 5&lt;br /&gt;
}}&lt;br /&gt;
'''Barricades''' can be placed to provide pawns [[cover]], sheltering them from gunfire.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Sandbags}}&lt;br /&gt;
Barricades provide {{%|{{P|Cover Effectiveness}}}} [[cover]] effectiveness, meaning that bullets aimed at targets behind barricades have a {{%|{{P|Cover Effectiveness}}}} chance to hit the barricades, leaving only a {{%|1-{{P|Cover Effectiveness}}}} chance to hit anything behind them. Cover won't shelter pawns from melee attacks, thrown projectiles, or explosions. Both colonists and [[raider|enemies]] benefit from cover, as do [[turrets]]. They provide identical cover to [[sandbag]]s. &lt;br /&gt;
&lt;br /&gt;
Barricades are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to &amp;quot;stop&amp;quot; to fire or take cover if they are standing on one.&lt;br /&gt;
They take damage from bullets and explosions.&lt;br /&gt;
&lt;br /&gt;
Barricades are largely interchangeable with [[sandbag]]s, as they both have identical [[cover]], base {{HP}}, and similar material costs. However, sandbags are made of [[textile]]s and are always nonflammable, while barricades are made of [[metal]], [[wood]], and [[stone]] materials and their flammability depends on the material chosen. Sandbags also require much less work to make, but barricades are somewhat more [[beauty|beautiful]]. Unlike sandbags, barricades will also enclose a [[pen]], similar to the [[fence]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason= 1.6 now allows enemy pawns to stand and fire on top of sandbags and barricades. Their usefulness in killboxes needs to be reevaluated.}}&lt;br /&gt;
Barricades and sandbags are, in most respects, identical. The material affects the building's health, but not its defensive properties. Barricades are easier to build in the early game, where access to [[textile]]s in bulk quantities is difficult. As they are slightly more beautiful, but require more work to make, they are marginally better at permanent defenses, while sandbags are better when attacking. Just remember that [[raiders]] will use cover to the same effect, so deconstruct unneeded buildings when you can.&lt;br /&gt;
&lt;br /&gt;
Either building can be combined with [[wall]]s for more cover. Walls provide superior cover, but a full wall will block line of fire. Having a wall with a 1-2 tile gap of barricades will give more cover than simply using barricades, while still allowing pawns to fire through.&lt;br /&gt;
&lt;br /&gt;
Sandbags and Barricades can no longer be used to prevent enemies from standing in a specific position. Previously, in patch 1.5 and earlier, barricades and sandbags and some other similar objects were used to prevent enemies from taking cover on a wall. Enemies can now stop and fire while standing on any object. Barricades, Sandbags and others can still be somewhat effective in causing enemies to path around a position of cover. However, if the enemy does path to that cell with the barricade, sandbag or any other object, they can always fire.&lt;br /&gt;
&lt;br /&gt;
== Material table ==&lt;br /&gt;
As barricades and [[sandbags]] are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is {{%|{{P|Cover Effectiveness}}}} regardless of material or structure choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 text-right}}&lt;br /&gt;
! Type&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work to Build&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flamma&amp;amp;shy;bility&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:multipleBuildings|true}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beautyFactor|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&amp;lt;!--&lt;br /&gt;
Barricade&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Barricade}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
Sandbags&lt;br /&gt;
--&amp;gt;{{#vardefine:name         | Sandbags}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty       | {{formatnum:{{Q|{{#var:name}}|Beauty Base|0}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability | {{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP           | {{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags    | {{lc:{{Q|{{#var:name}}|Stuff Tags}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount  | {{Q|{{#var:name}}|Resource 1 Amount}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value        | {{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work         | {{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ask: {{#ifeq: | {{#pos:{{#var:stufftags}}|leathery}} || [[Stuff Category::Leathery]] OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|fabric}}   || [[Stuff Category::Fabric]]   OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|woody}}    || [[Stuff Category::Woody]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|stony}}    || [[Stuff Category::Stony]]    OR}}&lt;br /&gt;
           {{#ifeq: | {{#pos:{{#var:stufftags}}|metallic}} || [[Stuff Category::Metallic]] OR}} [[Stuff Category::PLACEHOLDER]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Stats Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Sandbags]]&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Surgery_Success_Chance_Factor&amp;diff=172628</id>
		<title>Surgery Success Chance Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Surgery_Success_Chance_Factor&amp;diff=172628"/>
		<updated>2025-11-25T17:20:08Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Room Cleanliness Multiplier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3101}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.&lt;br /&gt;
| category = Building&lt;br /&gt;
}} This stat is applied to beds and other [[sleep furniture]].&lt;br /&gt;
&lt;br /&gt;
* Note that this stat is specific to the base '''Surgery Success Chance Factor''' of a given ''type'' of sleep furniture.&lt;br /&gt;
&lt;br /&gt;
* When placed in-world, the '''Surgery Success Chance Factor''' of a specific ''item'' of sleep furniture changes. It is additionally weighted by [[#Environmental factors|environmental factors]].&lt;br /&gt;
&lt;br /&gt;
In other words, &amp;quot;Surgery Success Chance Factor&amp;quot; is the stat of the ''bed item'' and its location. &lt;br /&gt;
* For the surgery success stat of a specific ''[[colonist]]'', see [[Medical Surgery Success Chance]]. &lt;br /&gt;
* For the &amp;quot;true&amp;quot; chance of a surgery succeeding, where this factor is one part of the equation, see [[Surgery]].&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
When placed in-world, the specific ''item'' of [[Sleep furniture]] has its '''Surgery Success Chance Factor''' stat adjusted based on its environment. &lt;br /&gt;
&lt;br /&gt;
This is calculated as:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''Surgery Success Chance Factor&amp;lt;sub&amp;gt;''item''&amp;lt;/sub&amp;gt;''' = ([[#Base stat|Base stat]]&amp;lt;sub&amp;gt;''type''&amp;lt;/sub&amp;gt; + [[#Facility Offset|Facility Offset]]) × [[#Room Cleanliness Multiplier|Room Cleanliness Multiplier]] × [[#Light Multiplier|Light Multiplier]] × [[#Outdoors Multiplier|Outdoors Multiplier]] × [[#Quality Multiplier|Quality Multiplier]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base stat ===&lt;br /&gt;
Every type of [[Sleep furniture|sleep furniture]]'s '''Surgery Success Chance Factor''' has a base value stat assigned as follows.&lt;br /&gt;
{{#ask: &lt;br /&gt;
  [[Category:Sleep furniture]]&lt;br /&gt;
  |mainlabel=Sleep furniture type&lt;br /&gt;
  |?Surgery Success Chance Factor=Surgery Success Chance Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Facility Offset ===&lt;br /&gt;
In addition, ''facilities'' placed adjacent to the head of the item of sleep furniture can adjust the stat of the placed item.&lt;br /&gt;
&lt;br /&gt;
The result of these additional factors are displayed under the '''Facilities''' heading within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Facility Type !! Offset&lt;br /&gt;
|-&lt;br /&gt;
| [[Vitals monitor]] || {{+|0.05}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Room Cleanliness Multiplier ===&lt;br /&gt;
The room cleanliness factor for performing surgery is a determined by the value displayed on the [[Rooms#Cleanliness|room's cleanliness]] by the following curve:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Room&amp;lt;br/&amp;gt;cleanliness !! Room&amp;lt;br/&amp;gt;Cleanliness&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| -5 || 0.6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | type = line | xAxisTitle = Room cleanliness | yAxisTitle = Room Cleanliness Multiplier | x = -5, 0, 5 | y =  0.6, 1, 1.15 | xAxisMin = -5 | yAxisMin = 0.6 | yAxisMax = 1.15}}&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1.15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This can be translated into the following formulas:&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Range                !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Room cleanliness &amp;lt; 0 || '''''Room Cleanliness Multiplier''''' = 1 + [[Rooms#Cleanliness|Room cleanliness]] × 0.08&lt;br /&gt;
|-&lt;br /&gt;
| Room cleanliness &amp;gt; 0 || '''''Room Cleanliness Multiplier''''' = 1 + [[Rooms#Cleanliness|Room cleanliness]] × 0.03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value is limited to a minimum of {{Bad|0.6}} for -5 cleanliness and a theoretical maximum of {{Good|1.15}} for 5 cleanliness, which is practical limited to {{Good| {{#expr:1+ {{Q|Sterile tile|Cleanliness}}*0.03}} }} by the highest available cleanliness of {{Q|Sterile tile|Cleanliness}} of the [[sterile tile]].&lt;br /&gt;
&lt;br /&gt;
If the surgery is performed outside (i.e. not in a room at all), the cleanliness factor is treated as the minimum ({{Bad|0.6}}).&lt;br /&gt;
&lt;br /&gt;
=== Light Multiplier ===&lt;br /&gt;
Extremely low levels of [[Environment#Light|light]] negatively affect the resulting value.&lt;br /&gt;
&lt;br /&gt;
In complete darkness, this can be as little as {{Bad|0.75}}. At 50% light level and above, a factor of {{Good|1}} is applied.&lt;br /&gt;
&lt;br /&gt;
This is referred to as '''Multiplier for light''' within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''''Multiplier for Light''''' = 0.75 + [[Environment#Light|Light Level]] × 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outdoors Multiplier ===&lt;br /&gt;
If the item of sleep furniture is placed performed [[outdoors]] (i.e. there is no room of which the cleanliness may be assessed), an additional multiplier of {{Bad|0.85}} is applied to the resulting chance of surgery success.&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Environment Type !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Indoors || '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| Outdoors || {{Bad|0.85}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quality Factor ===&lt;br /&gt;
A multiplier based on the [[quality]] of the specific item is applied. This is referred to as the '''Quality Multiplier''' within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Quality !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Awful || {{Bad|0.9}}&lt;br /&gt;
|-&lt;br /&gt;
| Poor || {{Bad|0.95}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| Good || {{Good|1.05}}&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || {{Good|1.1}}&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork || {{Good|1.15}}&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || {{Good|1.3}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Surgery_Success_Chance_Factor&amp;diff=172627</id>
		<title>Surgery Success Chance Factor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Surgery_Success_Chance_Factor&amp;diff=172627"/>
		<updated>2025-11-25T17:18:22Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Room Cleanliness Multiplier */ Updating to 1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3101}}{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used.&lt;br /&gt;
| category = Building&lt;br /&gt;
}} This stat is applied to beds and other [[sleep furniture]].&lt;br /&gt;
&lt;br /&gt;
* Note that this stat is specific to the base '''Surgery Success Chance Factor''' of a given ''type'' of sleep furniture.&lt;br /&gt;
&lt;br /&gt;
* When placed in-world, the '''Surgery Success Chance Factor''' of a specific ''item'' of sleep furniture changes. It is additionally weighted by [[#Environmental factors|environmental factors]].&lt;br /&gt;
&lt;br /&gt;
In other words, &amp;quot;Surgery Success Chance Factor&amp;quot; is the stat of the ''bed item'' and its location. &lt;br /&gt;
* For the surgery success stat of a specific ''[[colonist]]'', see [[Medical Surgery Success Chance]]. &lt;br /&gt;
* For the &amp;quot;true&amp;quot; chance of a surgery succeeding, where this factor is one part of the equation, see [[Surgery]].&lt;br /&gt;
&lt;br /&gt;
== Formula ==&lt;br /&gt;
When placed in-world, the specific ''item'' of [[Sleep furniture]] has its '''Surgery Success Chance Factor''' stat adjusted based on its environment. &lt;br /&gt;
&lt;br /&gt;
This is calculated as:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''Surgery Success Chance Factor&amp;lt;sub&amp;gt;''item''&amp;lt;/sub&amp;gt;''' = ([[#Base stat|Base stat]]&amp;lt;sub&amp;gt;''type''&amp;lt;/sub&amp;gt; + [[#Facility Offset|Facility Offset]]) × [[#Room Cleanliness Multiplier|Room Cleanliness Multiplier]] × [[#Light Multiplier|Light Multiplier]] × [[#Outdoors Multiplier|Outdoors Multiplier]] × [[#Quality Multiplier|Quality Multiplier]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base stat ===&lt;br /&gt;
Every type of [[Sleep furniture|sleep furniture]]'s '''Surgery Success Chance Factor''' has a base value stat assigned as follows.&lt;br /&gt;
{{#ask: &lt;br /&gt;
  [[Category:Sleep furniture]]&lt;br /&gt;
  |mainlabel=Sleep furniture type&lt;br /&gt;
  |?Surgery Success Chance Factor=Surgery Success Chance Factor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Facility Offset ===&lt;br /&gt;
In addition, ''facilities'' placed adjacent to the head of the item of sleep furniture can adjust the stat of the placed item.&lt;br /&gt;
&lt;br /&gt;
The result of these additional factors are displayed under the '''Facilities''' heading within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Facility Type !! Offset&lt;br /&gt;
|-&lt;br /&gt;
| [[Vitals monitor]] || {{+|0.05}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Room Cleanliness Multiplier ===&lt;br /&gt;
The room cleanliness factor for performing surgery is a determined by the value displayed on the [[Rooms#Cleanliness|room's cleanliness]] by the following curve:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Room&amp;lt;br/&amp;gt;cleanliness !! Room&amp;lt;br/&amp;gt;Cleanliness&amp;lt;br/&amp;gt;Multiplier !! Graph&lt;br /&gt;
|-&lt;br /&gt;
| -5 || 0.6&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | {{Graph:Chart| width = 200 | height = 200 | type = line | xAxisTitle = Room cleanliness | yAxisTitle = Room Cleanliness Multiplier | x = -5, 0, 5 | y =  0.6, 1, 1.15 | xAxisMin = -5 | yAxisMin = 0.6 | yAxisMax = 1.15}}&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1.15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This can be translated into the following formulas:&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Range                !! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Room cleanliness &amp;lt; 0 || '''''Room Cleanliness Multiplier''''' = 1 + [[Rooms#Cleanliness|Room cleanliness]] × 0.08&lt;br /&gt;
|-&lt;br /&gt;
| Room cleanliness &amp;gt; 0 || '''''Room Cleanliness Multiplier''''' = 1 + [[Rooms#Cleanliness|Room cleanliness]] × 0.03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value is limited to a minimum of {{Bad|0.6}} for -5 cleanliness and a theoretical maximum of {{Good|1.15}} for 5 cleanliness, which is practical limited to {{Good| {{#expr:1+ {{Q|Sterile tile|Cleanliness}}*0.03}} }} by the highest available cleanliness of {{Q|Sterile tile|Cleanliness}} of the [[sterile tile]].&lt;br /&gt;
&lt;br /&gt;
If the surgery is performed outside (i.e. not in a room at all), the cleanliness factor is treated as the minimum ({{Bad|0.6}}).&lt;br /&gt;
&lt;br /&gt;
=== Light Multiplier ===&lt;br /&gt;
Extremely low levels of [[Environment#Light|light]] negatively affect the resulting value.&lt;br /&gt;
&lt;br /&gt;
In complete darkness, this can be as little as {{Bad|0.75}}. At 50% light level and above, a factor of {{Good|1}} is applied.&lt;br /&gt;
&lt;br /&gt;
This is referred to as '''Multiplier for light''' within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
| '''''Multiplier for Light''''' = 0.75 + [[Environment#Light|Light Level]] × 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outdoors Multiplier ===&lt;br /&gt;
If the item of sleep furniture is placed performed [[outdoors]] (i.e. there is no room of which the cleanliness may be assessed), an additional multiplier of {{Bad|0.85}} is applied to the resulting chance of surgery success.&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Environment Type !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Indoors || '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| Outdoors || {{Bad|0.85}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quality Factor ===&lt;br /&gt;
A multiplier based on the [[quality]] of the specific item is applied. This is referred to as the '''Quality Multiplier''' within the '''Stats''' tab of the information page.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|}}&lt;br /&gt;
! Quality !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Awful || {{Bad|0.9}}&lt;br /&gt;
|-&lt;br /&gt;
| Poor || {{Bad|0.95}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || '''1'''&lt;br /&gt;
|-&lt;br /&gt;
| Good || {{Good|1.05}}&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || {{Good|1.1}}&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork || {{Good|1.15}}&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || {{Good|1.3}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=170881</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=170881"/>
		<updated>2025-10-21T03:37:10Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Planned Infestations */ dirty is not a factor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infestations''' are an [[event]] and a serious threat in which a number of [[hive]]s are spawned, alongside [[insectoid]] defenders. They can happen randomly in your colony and [[Quests#Ancient_Complex|ancient complexes]] or can be caused by a [[quest]]; quests will warn you if this is an outcome. Infestations can be very destructive, but leave behind valuable [[insect jelly]] and opens the opportunity for insect farming.&lt;br /&gt;
&lt;br /&gt;
== Natural Infestations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Broadest to narrowest information style. Reduce verbosity}}&lt;br /&gt;
{{Stub|section=1|reason=protection of expansion rate with examples}}&lt;br /&gt;
[[File:PSA INFESTATIONS.PNG|350px|thumb|right|Blue squares show an area with a chance of infestations spawning.]]&lt;br /&gt;
[[File:PSA INFESTATIONS_2.PNG|225px|thumb|right|Making 1x1 squares will usually eliminate bugs.&amp;lt;br&amp;gt;But if a 1x2 area has a ''single'' mountain roof - regardless if the other tile is mountain or not - then it can spawn infestations.]]&lt;br /&gt;
Natural infestations occur at a maximum of once every 20 days, but generally less often than raids, and only with a valid location.&amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;&amp;gt;Incidents_Map_Threats.xml. Min refire days 20. Base Chance 2.7. Min Threat Points 400&amp;lt;/ref&amp;gt;. Natural infestations require an area larger than 1x1, within 30 tiles of a colony [[structure]], with at least one [[overhead mountain]] roof. They start from a single &amp;quot;valid&amp;quot; tile, which must have a temperature higher than {{Temperature|-17}}. Temperatures under {{Temperature|-8}} will gradually reduce the spawn chances in that area. Infestations can appear from any valid tile, but tend to prefer areas that are very deep underground, dark, and far from unroofed cells.&lt;br /&gt;
&lt;br /&gt;
Infestations in [[Quests#Ancient_Complex|ancient complexes]] will emerge after entering certain rooms but are usually smaller than a comparable colony hive and easier to defeat, avoid or redirect.&lt;br /&gt;
&lt;br /&gt;
If generated from a [[quest]] with no valid location, infestations may spawn outside in the open. &lt;br /&gt;
&lt;br /&gt;
[[Hive]]s and [[insectoid]]s will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on [[raid points]], so infestations will get bigger as the game progresses.&amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;/&amp;gt; If the size of the event is larger than the &amp;quot;valid&amp;quot; space, it will happily expand to appear in nearby &amp;quot;invalid&amp;quot; areas, even if those areas are not directly connected. Infestations will stop expanding at a size of 30 hives or above, but letting infestations grow at all is usually inadvisable. &lt;br /&gt;
&lt;br /&gt;
Defeating an infestation with hives grants a {{+|4}} ''Defeated insect hive'' [[mood]] buff to all pawns on the map. This buff lasts 10 days and stacks up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
[[File:Insectoid hive aggro range.png|300px|thumb|left|Range at which insects will defend a hive]]&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them. They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping, provided they are not woken up.&lt;br /&gt;
&lt;br /&gt;
They will randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.&lt;br /&gt;
&lt;br /&gt;
If any of the insectoids are downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the process. Even if outside [[raider]]s or other factors (like hypothermic slowdown) down them, they will be aggressive. If insectoids don't see hostiles within 100 tiles, they will give up and return to their hives.&lt;br /&gt;
&lt;br /&gt;
If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous. If all megaspiders or spelopedes are killed, the hive(s) will start deteriorating due to lack of maintenance but will most likely replenish them before it's destroyed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Other infestations==&lt;br /&gt;
These events are called &amp;quot;infestations&amp;quot;, but do not generate [[hive]]s, meaning they do not share the behavior as shown above. They are immediately hostile to colonists and will attack like [[raider]]s do.&lt;br /&gt;
&lt;br /&gt;
===Too Deep: Infestation===&lt;br /&gt;
Insectoid infestations can spawn from the use of a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive. &lt;br /&gt;
&lt;br /&gt;
===Wastepack infestations===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Main|Wastepack infestation}}&lt;br /&gt;
Wastepack infestations may appear whenever [[toxic wastepack]]s are destroyed.&lt;br /&gt;
&lt;br /&gt;
When a wastepack infestation triggers, it creates [[stasis cocoon]]s. When these cocoons are disturbed, or when a human walks within a set radius, the insects will appear. Wastepack infestations are more aggressive, attacking any hostiles, buildings, random junk and even wild animals they encounter. &lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{Rewrite|section=1|reason=Strategy style formatting, easiest first. Split tactics. Conciseness}}&lt;br /&gt;
{{See also|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. Outside a mountain, they are much less harmful - around a normal level threat. When fighting an infestation, always ensure you ''completely annihilate every hive''. If even one is left, insectoids can keep spawning and leave you back where you started. &lt;br /&gt;
&lt;br /&gt;
Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them, or doing construction near the insectoids, will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all relevant items staged in a nearby stockpile) and act quickly once they're asleep.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
==== Wall filling ====&lt;br /&gt;
Hives require overhead mountain tiles to spawn naturally. Open caves and previous infestation locations can be walled in to move spawns away from your most important base areas, as long as they're not mountainous.&lt;br /&gt;
As they require more than 1x1 of overhead mountain, you only need to build walls every second square. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open &amp;quot;thin roof&amp;quot; area is also a valid spawn point. &lt;br /&gt;
&lt;br /&gt;
==== Freezing ====&lt;br /&gt;
Because mountains are naturally well insulated and more stable in temperature, freezing your base is a potential, though fragile, strategy of protecting mountain bases in most biomes. By reducing the temperature of every tile of overhead mountain to {{Temperature|-17}}, spawning can be prevented, however outside of the coldest biomes, this requires [[cooler]]s and a significant amount of power. A [[solar flare]], [[EMI dynamo]], or similar can leave you open to infestations, so adequate defences are still recommended. The cold will also affect work speed, pawn moods, and potentially pawn health. &lt;br /&gt;
&lt;br /&gt;
When spawn proofing a base, be thorough - even a single warm tile can cause a full infestation. If there is ''any'' valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between.&lt;br /&gt;
&lt;br /&gt;
===Melee block===&lt;br /&gt;
[[File:Grenades melee block.png|200px|thumb|right|[[Melee block]] with [[frag grenade]]s. Grenades not necessary.]]&lt;br /&gt;
With a few, well-armored melee colonists, insects can be very simple to deal with via a [[melee block]] tactic.&lt;br /&gt;
&lt;br /&gt;
[[File:Melee_block_door.png|150px|thumb|left|When designing a mountain base, keep these 6 tiles unblocked.]]&lt;br /&gt;
Use a chokepoint, such as in any [[door]]way. Have 3 melee colonists behind the chokepoint, and any amount of ranged fighters behind them. If done correctly (see right), you should have 3 colonists fight 1 insect at a time. As insects are only melee enemies, this is a trivial way to dispatch of insects. Frag grenades are extremely effective, but are not required. &lt;br /&gt;
&lt;br /&gt;
When designing a mountain base, you will want to create many chokepoints where you can melee block. You do not want to block colonists from standing on the 3 tiles behind the doorway, so place buildings away from the doorway.  (See left)&lt;br /&gt;
&lt;br /&gt;
===Kiting===&lt;br /&gt;
If insects spawn &amp;quot;in the open&amp;quot; (i.e. not inside a mountain), then [[kiting]] tactics are effective.&lt;br /&gt;
&lt;br /&gt;
Even [[megascarab]]s, the fastest insect, are {{%|{{#expr:{{Q|Megascarab|Move Speed Base}} / {{Q|Human|Move Speed Base}} round 2}}}} as fast as a healthy baseline human (assuming no Pollution Stimulus). So it is possible to lure the insects, shoot with a ranged weapon, and retreat. After you get to a safe distance, have colonists shoot, and retreat again, repeating until all insects are killed. This strategy works well against Too Deep: Infestations, as well as any hive outside of your base.&lt;br /&gt;
&lt;br /&gt;
=== Mitigation ===&lt;br /&gt;
==== Damage prevention ====&lt;br /&gt;
Keep expensive or complex production buildings in multiple locations, or seal them off with small compartments only large enough to contain the workbenches and associated facilities alone. Have multiple access points for rooms deep inside mountains so that colonists aren't trapped behind infestations. &lt;br /&gt;
&lt;br /&gt;
==== Planned Infestations ====&lt;br /&gt;
[[File:Planned infestation.jpg|300px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
Insects are more likely to spawn in darkness, in &amp;quot;warm enough&amp;quot; temperatures, above -8°C (17.6°F). &lt;br /&gt;
If you are able to ensure that there is only one valid infestation location on your base map, you can prepare this area to automatically trap and kill the insects with fire when they appear. &lt;br /&gt;
&lt;br /&gt;
In a mountain base, you can create a &amp;quot;lure room&amp;quot;. This will be a massive room that is warm, unlit, ''very'' far away from your proper base. Since there will be many more valid tiles to spawn inside this room, infestations will most likely spawn there. You can then light this room on fire - see below for details.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
One way of dealing with infestations is with [[fire]]. This consists of 2 parts:&lt;br /&gt;
# Have a &amp;quot;lure&amp;quot; room - see above for details. In an outdoors base, it is likely that only 1-2 rooms have overhead mountain, meaning dedicated rooms can be built.&lt;br /&gt;
# Light it on fire. Fill it with flammable objects like [[barricade]]s and [[wood floor]]. You can either use [[molotov cocktail]]s or [[IED incendiary trap]]s to do the work.&lt;br /&gt;
Insects should die of [[heatstroke]] before they breach through 2-3 layers of door.&lt;br /&gt;
&lt;br /&gt;
It is important to note that [[temperature]] is usually what kills insects, not the fire itself. Throwing molotovs outdoors is unlikely to be helpful: insects can walk past a burning [[wood floor]] with minimal damage, and even a direct molotov hit doesn't do much damage. Rather, it is the &amp;gt;{{Temperature|300}} heat that ignites the entire infestation and causes lethal levels of [[heatstroke]]. More gradual heatstroke will kill the bugs more slowly, but with less damage and anger from bugs compared to continuous burns. An area must be &amp;quot;[[indoors]]&amp;quot; in order to receive any sort of temperature change. &lt;br /&gt;
&lt;br /&gt;
===Insect AI===&lt;br /&gt;
When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.{{Check Tag|Detail needed|Actual behavior from defs?}}&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
{{See also|Hive#Farming}}&lt;br /&gt;
Insect hives in well defended and sufficiently distant colonies can be farmed for large amounts of insect jelly. At high difficulty levels, spawned insects also give large amounts of insect meat. &amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An infestation event is considered active until all spawned hives are destroyed, with ongoing infestations preventing new ones from occurring.&amp;lt;ref&amp;gt; Future incidents chances reduced to zero, unknown file ref &amp;lt;/ref&amp;gt;  If you can lure an infestation away from your colony into areas your colonists are prevented from accessing, you can prevent random infestations from occurring everywhere in your base, at the cost of a much more dangerous number of insects as it continues to grow.&lt;br /&gt;
&lt;br /&gt;
However, infestations can also be limited in growth by removing suitable locations for new hives to expand into. Insects will dig through rocks and most structures{{Check Tag|Detail needed|Unclaimed structures included? fences?}}, but will not expand new hives into spaces that are too far from their existing nests or unroofed. [[Ancient_shrine|Ancient dangers]] can be potentially used for both finding a &amp;quot;decoy&amp;quot; hive, and limiting their available space, if you can distract the hostile bugs long enough to expose the majority of their nesting space to the sky. Smaller mountains may work as well, as bugs will almost always leave [[collapsed rocks]] alone for their own safety. Bugs in these circumstances should be given plenty of space to avoid encounters and walled off for the safety of travelers, and for the bugs themselves against more dangerous raids.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=170880</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=170880"/>
		<updated>2025-10-21T03:36:23Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Natural Infestations */ Cleanliness is not a factor of infestation. Reworded to be more accurate. Will re-write entirely at some point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infestations''' are an [[event]] and a serious threat in which a number of [[hive]]s are spawned, alongside [[insectoid]] defenders. They can happen randomly in your colony and [[Quests#Ancient_Complex|ancient complexes]] or can be caused by a [[quest]]; quests will warn you if this is an outcome. Infestations can be very destructive, but leave behind valuable [[insect jelly]] and opens the opportunity for insect farming.&lt;br /&gt;
&lt;br /&gt;
== Natural Infestations ==&lt;br /&gt;
{{Rewrite|section=1|reason=Broadest to narrowest information style. Reduce verbosity}}&lt;br /&gt;
{{Stub|section=1|reason=protection of expansion rate with examples}}&lt;br /&gt;
[[File:PSA INFESTATIONS.PNG|350px|thumb|right|Blue squares show an area with a chance of infestations spawning.]]&lt;br /&gt;
[[File:PSA INFESTATIONS_2.PNG|225px|thumb|right|Making 1x1 squares will usually eliminate bugs.&amp;lt;br&amp;gt;But if a 1x2 area has a ''single'' mountain roof - regardless if the other tile is mountain or not - then it can spawn infestations.]]&lt;br /&gt;
Natural infestations occur at a maximum of once every 20 days, but generally less often than raids, and only with a valid location.&amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;&amp;gt;Incidents_Map_Threats.xml. Min refire days 20. Base Chance 2.7. Min Threat Points 400&amp;lt;/ref&amp;gt;. Natural infestations require an area larger than 1x1, within 30 tiles of a colony [[structure]], with at least one [[overhead mountain]] roof. They start from a single &amp;quot;valid&amp;quot; tile, which must have a temperature higher than {{Temperature|-17}}. Temperatures under {{Temperature|-8}} will gradually reduce the spawn chances in that area. Infestations can appear from any valid tile, but tend to prefer areas that are very deep underground, dark, and far from unroofed cells.&lt;br /&gt;
&lt;br /&gt;
Infestations in [[Quests#Ancient_Complex|ancient complexes]] will emerge after entering certain rooms but are usually smaller than a comparable colony hive and easier to defeat, avoid or redirect.&lt;br /&gt;
&lt;br /&gt;
If generated from a [[quest]] with no valid location, infestations may spawn outside in the open. &lt;br /&gt;
&lt;br /&gt;
[[Hive]]s and [[insectoid]]s will spawn within a given radius, regardless of whether those tiles are valid. A hive does not have to spawn on an infestation's center point. The initial size of an infestation is based on [[raid points]], so infestations will get bigger as the game progresses.&amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;/&amp;gt; If the size of the event is larger than the &amp;quot;valid&amp;quot; space, it will happily expand to appear in nearby &amp;quot;invalid&amp;quot; areas, even if those areas are not directly connected. Infestations will stop expanding at a size of 30 hives or above, but letting infestations grow at all is usually inadvisable. &lt;br /&gt;
&lt;br /&gt;
Defeating an infestation with hives grants a {{+|4}} ''Defeated insect hive'' [[mood]] buff to all pawns on the map. This buff lasts 10 days and stacks up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
[[File:Insectoid hive aggro range.png|300px|thumb|left|Range at which insects will defend a hive]]&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives and spend their time roaming around them. They will attack and chase any intruder that comes within a 10-tile circular radius from the hive that spawned them, returning to their hives once the threat is gone. Insectoids will only attack creatures they can see, and will not attack while they are sleeping, provided they are not woken up.&lt;br /&gt;
&lt;br /&gt;
They will randomly dig at stone and structures while wandering around their hives, potentially breaching into new areas.&lt;br /&gt;
&lt;br /&gt;
If any of the insectoids are downed or damaged, the entire infestation will go after colonists on the map, attacking and breaking down structures in the process. Even if outside [[raider]]s or other factors (like hypothermic slowdown) down them, they will be aggressive. If insectoids don't see hostiles within 100 tiles, they will give up and return to their hives.&lt;br /&gt;
&lt;br /&gt;
If the hives and insectoid colony are left intact, they will reproduce, progressively growing more numerous. If all megaspiders or spelopedes are killed, the hive(s) will start deteriorating due to lack of maintenance but will most likely replenish them before it's destroyed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Other infestations==&lt;br /&gt;
These events are called &amp;quot;infestations&amp;quot;, but do not generate [[hive]]s, meaning they do not share the behavior as shown above. They are immediately hostile to colonists and will attack like [[raider]]s do.&lt;br /&gt;
&lt;br /&gt;
===Too Deep: Infestation===&lt;br /&gt;
Insectoid infestations can spawn from the use of a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive. &lt;br /&gt;
&lt;br /&gt;
===Wastepack infestations===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Main|Wastepack infestation}}&lt;br /&gt;
Wastepack infestations may appear whenever [[toxic wastepack]]s are destroyed.&lt;br /&gt;
&lt;br /&gt;
When a wastepack infestation triggers, it creates [[stasis cocoon]]s. When these cocoons are disturbed, or when a human walks within a set radius, the insects will appear. Wastepack infestations are more aggressive, attacking any hostiles, buildings, random junk and even wild animals they encounter. &lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
{{Rewrite|section=1|reason=Strategy style formatting, easiest first. Split tactics. Conciseness}}&lt;br /&gt;
{{See also|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. Outside a mountain, they are much less harmful - around a normal level threat. When fighting an infestation, always ensure you ''completely annihilate every hive''. If even one is left, insectoids can keep spawning and leave you back where you started. &lt;br /&gt;
&lt;br /&gt;
Since insectoids do not attack creatures while sleeping, it is possible to haul materials in and out of the area near their nests at night, including flammable material. This is however extremely risky, since attacking one of them, or doing construction near the insectoids, will wake them up. They also wake up when their individual need for rest has been filled, so be prepared (with all relevant items staged in a nearby stockpile) and act quickly once they're asleep.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
==== Wall filling ====&lt;br /&gt;
Hives require overhead mountain tiles to spawn naturally. Open caves and previous infestation locations can be walled in to move spawns away from your most important base areas, as long as they're not mountainous.&lt;br /&gt;
As they require more than 1x1 of overhead mountain, you only need to build walls every second square. Only walls are capable of stopping infestations; columns and doors do not work. Note that an overhead mountain square next to an open &amp;quot;thin roof&amp;quot; area is also a valid spawn point. &lt;br /&gt;
&lt;br /&gt;
==== Freezing ====&lt;br /&gt;
Because mountains are naturally well insulated and more stable in temperature, freezing your base is a potential, though fragile, strategy of protecting mountain bases in most biomes. By reducing the temperature of every tile of overhead mountain to {{Temperature|-17}}, spawning can be prevented, however outside of the coldest biomes, this requires [[cooler]]s and a significant amount of power. A [[solar flare]], [[EMI dynamo]], or similar can leave you open to infestations, so adequate defences are still recommended. The cold will also affect work speed, pawn moods, and potentially pawn health. &lt;br /&gt;
&lt;br /&gt;
When spawn proofing a base, be thorough - even a single warm tile can cause a full infestation. If there is ''any'' valid tile, infestations can spread nearby into seemingly safe areas, even if there is a wall many tiles thick between.&lt;br /&gt;
&lt;br /&gt;
===Melee block===&lt;br /&gt;
[[File:Grenades melee block.png|200px|thumb|right|[[Melee block]] with [[frag grenade]]s. Grenades not necessary.]]&lt;br /&gt;
With a few, well-armored melee colonists, insects can be very simple to deal with via a [[melee block]] tactic.&lt;br /&gt;
&lt;br /&gt;
[[File:Melee_block_door.png|150px|thumb|left|When designing a mountain base, keep these 6 tiles unblocked.]]&lt;br /&gt;
Use a chokepoint, such as in any [[door]]way. Have 3 melee colonists behind the chokepoint, and any amount of ranged fighters behind them. If done correctly (see right), you should have 3 colonists fight 1 insect at a time. As insects are only melee enemies, this is a trivial way to dispatch of insects. Frag grenades are extremely effective, but are not required. &lt;br /&gt;
&lt;br /&gt;
When designing a mountain base, you will want to create many chokepoints where you can melee block. You do not want to block colonists from standing on the 3 tiles behind the doorway, so place buildings away from the doorway.  (See left)&lt;br /&gt;
&lt;br /&gt;
===Kiting===&lt;br /&gt;
If insects spawn &amp;quot;in the open&amp;quot; (i.e. not inside a mountain), then [[kiting]] tactics are effective.&lt;br /&gt;
&lt;br /&gt;
Even [[megascarab]]s, the fastest insect, are {{%|{{#expr:{{Q|Megascarab|Move Speed Base}} / {{Q|Human|Move Speed Base}} round 2}}}} as fast as a healthy baseline human (assuming no Pollution Stimulus). So it is possible to lure the insects, shoot with a ranged weapon, and retreat. After you get to a safe distance, have colonists shoot, and retreat again, repeating until all insects are killed. This strategy works well against Too Deep: Infestations, as well as any hive outside of your base.&lt;br /&gt;
&lt;br /&gt;
=== Mitigation ===&lt;br /&gt;
==== Damage prevention ====&lt;br /&gt;
Keep expensive or complex production buildings in multiple locations, or seal them off with small compartments only large enough to contain the workbenches and associated facilities alone. Have multiple access points for rooms deep inside mountains so that colonists aren't trapped behind infestations. &lt;br /&gt;
&lt;br /&gt;
==== Planned Infestations ====&lt;br /&gt;
[[File:Planned infestation.jpg|300px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
Insects are more likely to spawn in darkness, in &amp;quot;warm enough&amp;quot; temperatures, above -8°C (17.6°F). &lt;br /&gt;
If you are able to ensure that there is only one valid infestation location on your base map, you can prepare this area to automatically trap and kill the insects with fire when they appear. &lt;br /&gt;
&lt;br /&gt;
In a mountain base, you can create a &amp;quot;lure room&amp;quot;. This will be a massive room that is warm, unlit, and dirty, ''very'' far away from your proper base. Since there will be many more valid tiles to spawn inside this room, infestations will most likely spawn there. You can then light this room on fire - see below for details.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
One way of dealing with infestations is with [[fire]]. This consists of 2 parts:&lt;br /&gt;
# Have a &amp;quot;lure&amp;quot; room - see above for details. In an outdoors base, it is likely that only 1-2 rooms have overhead mountain, meaning dedicated rooms can be built.&lt;br /&gt;
# Light it on fire. Fill it with flammable objects like [[barricade]]s and [[wood floor]]. You can either use [[molotov cocktail]]s or [[IED incendiary trap]]s to do the work.&lt;br /&gt;
Insects should die of [[heatstroke]] before they breach through 2-3 layers of door.&lt;br /&gt;
&lt;br /&gt;
It is important to note that [[temperature]] is usually what kills insects, not the fire itself. Throwing molotovs outdoors is unlikely to be helpful: insects can walk past a burning [[wood floor]] with minimal damage, and even a direct molotov hit doesn't do much damage. Rather, it is the &amp;gt;{{Temperature|300}} heat that ignites the entire infestation and causes lethal levels of [[heatstroke]]. More gradual heatstroke will kill the bugs more slowly, but with less damage and anger from bugs compared to continuous burns. An area must be &amp;quot;[[indoors]]&amp;quot; in order to receive any sort of temperature change. &lt;br /&gt;
&lt;br /&gt;
===Insect AI===&lt;br /&gt;
When attacked, insectoids will go after colonists without any walls between them first. This allows the insectoids to be lured away from their hives, chasing a runner colonist across the map. While they are away the hives can be destroyed. As long as hives are being damaged, the insectoids will keep chasing after colonists instead of returning to their hives. To keep the hive destroying pawns safe from having the insectoids' attention turned to them rather than the runner, a wall can first be built to block off the insectoids from the hives. Note that some new insectoids are likely to spawn at the hives during the process. Once all the hives are destroyed, the insectoids will wander the map like normal animals and soon starve to death.{{Check Tag|Detail needed|Actual behavior from defs?}}&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
{{See also|Hive#Farming}}&lt;br /&gt;
Insect hives in well defended and sufficiently distant colonies can be farmed for large amounts of insect jelly. At high difficulty levels, spawned insects also give large amounts of insect meat. &amp;lt;ref name=&amp;quot;RaidPoints&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An infestation event is considered active until all spawned hives are destroyed, with ongoing infestations preventing new ones from occurring.&amp;lt;ref&amp;gt; Future incidents chances reduced to zero, unknown file ref &amp;lt;/ref&amp;gt;  If you can lure an infestation away from your colony into areas your colonists are prevented from accessing, you can prevent random infestations from occurring everywhere in your base, at the cost of a much more dangerous number of insects as it continues to grow.&lt;br /&gt;
&lt;br /&gt;
However, infestations can also be limited in growth by removing suitable locations for new hives to expand into. Insects will dig through rocks and most structures{{Check Tag|Detail needed|Unclaimed structures included? fences?}}, but will not expand new hives into spaces that are too far from their existing nests or unroofed. [[Ancient_shrine|Ancient dangers]] can be potentially used for both finding a &amp;quot;decoy&amp;quot; hive, and limiting their available space, if you can distract the hostile bugs long enough to expose the majority of their nesting space to the sky. Smaller mountains may work as well, as bugs will almost always leave [[collapsed rocks]] alone for their own safety. Bugs in these circumstances should be given plenty of space to avoid encounters and walled off for the safety of travelers, and for the bugs themselves against more dangerous raids.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=170604</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=170604"/>
		<updated>2025-10-02T15:05:04Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Violence */ Updated kind description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[asthma]], [[bad back]], [[cataract]]s, [[carcinoma]], [[dementia]], [[frail]], [[hearing loss]], [[blindness]], and [[organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the casting pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
* Immune to [[flu]], [[malaria]], [[sleeping sickness]], [[plague]], [[infection]], [[lung rot]], [[gut worms]], [[muscle parasites]], and [[organ decay]]. This includes all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
** Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Breathless&amp;quot;&lt;br /&gt;
! Breathless{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_Breathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can store concentrated oxygen in their bodies. Their cells consume much less oxygen, meaning they rarely need to breathe. These adaptations make them immune to the harmful effects of space, as well as environmental toxins, tox gas, acidic smog, and rot stink.''&lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum&lt;br /&gt;
* Immune to toxic enviornments, including toxic gas, acidic smog, and rot stink.&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| &lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. At 40-80% [[tend quality]]&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:* Bonded pawns receive gain {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map or when one pawn is in a biosculpter pod. {{IdeologyIcon}}&lt;br /&gt;
:* When one bonded pawn dies, the other will receive a {{--|30}} mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Webbed phalanges&amp;quot;&lt;br /&gt;
! Webbed phalanges&amp;lt;br&amp;gt;[[File:Gene_WebbedPhalanges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have webbed fingers and toes, allowing them to move faster in water. Webbed fingers slightly reduce fine motor control.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|-5%}}&lt;br /&gt;
* [[Environment#Naturally generated surfaces|Water tiles]] no longer hinder movement for this pawn. &lt;br /&gt;
** Mechanically, any terrain with the '''water''' tag will be treated as having a movement speed of 100% for pawns with this gene.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum resistant&amp;quot;&lt;br /&gt;
! Vacuum resistant&amp;lt;br&amp;gt;{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_VacuumResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have skin that releases a waxy substance when air pressure is low, preventing vacuum burns and allowing them to survive longer when exposed to vacuum.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum burns&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+45%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% (Tantrum, Berserk, Slaughterer, Murderous Rage) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very sleepy&amp;quot;&lt;br /&gt;
! Very sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
* Suppresses [[Tough]] trait&lt;br /&gt;
&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
* Suppresses [[Masochist]] and [[Brawler]] traits&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|x2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal cords.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw Nutrition Multiplier]] {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Stagger Time Multiplier]] {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoor dweller&amp;quot;&lt;br /&gt;
! Indoor dweller&amp;lt;br&amp;gt;[[File:Gene_CaveDweller.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have no need for the outdoors and will never feel cooped up no matter how long they stay inside.'' &lt;br /&gt;
----&lt;br /&gt;
* Disables need: [[Outdoors]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}} {{Clear}} {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low gravity adapted&amp;quot;&lt;br /&gt;
! Low gravity adapted {{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_LowGravityAdapted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move and work more easily in low-gravity environments. However They're slower and less efficient when planetside.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}} (planetside)&lt;br /&gt;
* [[Global work speed]] {{--|10%}} (planetside)&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}} (in space)&lt;br /&gt;
* [[Global work speed]] {{+|10%}} (in space)&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} &amp;lt;!-- true for psychite at least --&amp;gt;&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Alcohol: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Smokeleaf: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]].&lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&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;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
** Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added 2 new genes: [[#Indoor dweller|Indoor dweller]] and [[#Webbed phalanges|webbed phalanges]]. The former is added to dirtmoles, resulting in complexity increasing from 9 -&amp;gt; 10, Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made the [[breathless]] gene suppress the normal [[vacuum resistant]] gene, removing its metabolic impact.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Rebalanced the starjack xenotype, added the [[Low gravity adapted]] gene. Removed [[Awful plants]], replaced [[Poor melee]] with [[Awful melee]] and replaced [[Cold tolerant]] with [[Cold super-tolerant]]. Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%. [[Breathless]] and [[Vacuum resistant]] now grants  [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=170603</id>
		<title>Megaspider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megaspider&amp;diff=170603"/>
		<updated>2025-10-02T12:06:37Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Taming */ Insects now go hostile when hives are removed. The &amp;quot;Downed&amp;quot; text also confused readers who assumed you could try and tamed while down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Megaspider&lt;br /&gt;
| image = Megaspider east.png&lt;br /&gt;
| description = Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 500&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 27&lt;br /&gt;
| combatPower = 150&lt;br /&gt;
| movespeed = 3.6&lt;br /&gt;
| bodysize = 1.2&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 2.5&lt;br /&gt;
| hungerrate = 0.35&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| wildness = 0.4&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Megaspider&lt;br /&gt;
| label = megaspider&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Megaspiders''' are giant, bio-engineered, subterranean invertebrates and the largest and most dangerous of the three [[insectoid]] types.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found underground in [[World generation#Caves|caves]] and [[infestation]]s or inside [[ancient shrine]]s. They can be tamed by a [[Work #Handle|handler]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They are hostile towards any nearby [[colonists]], have plated armor that makes them quite resistant to ranged attack, and can do lethal amounts of damage in close combat. Like all insects, megaspiders only begin spawning in events where colonists come into contact with their underground habitat: In [[World generation#Caves|caves]], when opening an [[ancient danger]], during an [[Events#Infestation|infestation]], or by [[Deep drill|deep drilling]].&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Megaspiders are slightly slower than [[spelopede]]s and [[megascarab]]s. A common feature of any insectoid swarm is for these smaller, less dangerous creatures to glove the megaspiders' approach, absorbing the fire of your colonists and bogging them down until the big hitters are in range. Fully fit humans can outrun even megascarabs, so the strongest tactic is to hit and run, continually falling back in front of the swarm. If they've infested your base, open your doors and try to lead them out into the open.&lt;br /&gt;
&lt;br /&gt;
[[Melee block]] tactics are very effective, but otherwise you should avoid melee combat. Megaspiders are sturdy and can do a lot of damage very quickly. Do not underestimate how many bullets they take to go down.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild megaspiders always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high [[melee]] skill for a higher [[melee dodge chance]] to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a doctor has a small chance to [[bond]] when tending to a wild megaspider, instantly taming them.&lt;br /&gt;
&lt;br /&gt;
As tamed pets, megaspiders offer few advantages over [[bear]]s, [[cougar]]s/[[panther]]s, or [[elephant]]s. Although the latter are all easier to tame, Megaspiders can be tamed en-masse depending on how many were downed during an infestation, require less training because of their lower wildness, and produce less filth than comparable animals.&lt;br /&gt;
&lt;br /&gt;
Colonists who go near a hostile megaspider will flee from it by default, so you may need to adjust your handler's [[hostility response]] setting, or manually order your handler to interact with it.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Attack Target': “Command the animal to attack a specific target that its master can see.” (Prerequisite needed: Attack)&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Megaspider east.png|Facing east&lt;br /&gt;
Megaspider north.png|Facing north&lt;br /&gt;
Megaspider south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated megaspider east.png|Dessicated facing east&lt;br /&gt;
Dessicated Megaspider north.png|Dessicated facing north&lt;br /&gt;
Dessicated Megaspider south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wildness decreased from 0.95 to 0.40, manhunter on tame chance reduced from 40% to 0. Trainability changed from intermediate to advanced, gestation changed from N/A to 6.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=170210</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=170210"/>
		<updated>2025-09-22T00:35:44Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Psychic drone */  Raid Point levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Birthday|Birthday]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Disease|Disease]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey events ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Od page has volcanic ash, but not included here. Verify list complete}}&lt;br /&gt;
{{Main|Events/Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Seasonal flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gill rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomshroom sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bioluminescent spores]] || Glowforest || Some variety of fungus is blossoming and producing bioluminescent spores.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought (Initial)]] || Grasslands || Hidden event that prevents rain.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought]] || Grasslands || Due to a recent lack of rain, a drought has begun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days. Below 800 raid points, a Psychic Drone is always Low level. Above 2000 Raid Points, a Psychic Drone is High level. Between 800 and 2000 Psychic drones are Medium level.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169632</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169632"/>
		<updated>2025-09-14T14:31:17Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Drought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;br /&gt;
&lt;br /&gt;
==Glowforest==&lt;br /&gt;
===Bioluminescent spores===&lt;br /&gt;
Some variety of fungus is blossoming and releasing bioluminescent spores! The spores are strangely beautiful and pose no danger.&lt;br /&gt;
&lt;br /&gt;
All Colonists, even blind colonists, on the Glowforest map with spores gain a +4 Biolumenentic Spores thought.&lt;br /&gt;
&lt;br /&gt;
Biolumenescent Spores can only occur again after 15 days. The spores last between 8 and 18 hours.&lt;br /&gt;
&lt;br /&gt;
===Boomshroom Sprout===&lt;br /&gt;
A cluster of explosive boomshrooms has sprouted nearby! These mushrooms only grow in darkness. Once they mature, they can be harvested for chemfuel. Be careful - mature boomshrooms explode if damaged.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
===Drought===&lt;br /&gt;
Due to a recent lack of rain, a drought has begun. Outdoor plants will grow significantly slower.&lt;br /&gt;
&lt;br /&gt;
During a drought rain, rainy thunderstorm and similar weather events are disabled. Crops grow at 30% of their growth speed. &lt;br /&gt;
&lt;br /&gt;
Droughts last 6 to 10 days. Before a Drought appears, a &amp;quot;Drought (Initial)&amp;quot; event had already occurred unannounced. &lt;br /&gt;
&lt;br /&gt;
===Drought (Initial)===&lt;br /&gt;
The hidden prequel event to a Drought. During Drought (Initial) no rain can occur. The rain that can be caused by large fires is also prevented. Drought (Initial) lasts 4 days and always leads to the standard Drought event.&lt;br /&gt;
&lt;br /&gt;
Drought (Initial) can only fire again after 40 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169631</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169631"/>
		<updated>2025-09-14T14:19:54Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Glowforest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;br /&gt;
&lt;br /&gt;
==Glowforest==&lt;br /&gt;
===Bioluminescent spores===&lt;br /&gt;
Some variety of fungus is blossoming and releasing bioluminescent spores! The spores are strangely beautiful and pose no danger.&lt;br /&gt;
&lt;br /&gt;
All Colonists, even blind colonists, on the Glowforest map with spores gain a +4 Biolumenentic Spores thought.&lt;br /&gt;
&lt;br /&gt;
Biolumenescent Spores can only occur again after 15 days. The spores last between 8 and 18 hours.&lt;br /&gt;
&lt;br /&gt;
===Boomshroom Sprout===&lt;br /&gt;
A cluster of explosive boomshrooms has sprouted nearby! These mushrooms only grow in darkness. Once they mature, they can be harvested for chemfuel. Be careful - mature boomshrooms explode if damaged.&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
===Drought===&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169630</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169630"/>
		<updated>2025-09-14T14:19:30Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Bioluminescent spores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;br /&gt;
&lt;br /&gt;
==Glowforest==&lt;br /&gt;
===Bioluminescent spores===&lt;br /&gt;
Some variety of fungus is blossoming and releasing bioluminescent spores! The spores are strangely beautiful and pose no danger.&lt;br /&gt;
&lt;br /&gt;
All Colonists, even blind colonists, on the Glowforest map with spores gain a +4 Biolumenentic Spores thought.&lt;br /&gt;
&lt;br /&gt;
Biolumenescent Spores can only occur again after 15 days. The spores last between 8 and 18 hours.&lt;br /&gt;
&lt;br /&gt;
===Boomshroom Sprout===&lt;br /&gt;
A cluster of explosive boomshrooms has sprouted nearby! These mushrooms only grow in darkness. Once they mature, they can be harvested for chemfuel. Be careful - mature boomshrooms explode if damaged.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169629</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169629"/>
		<updated>2025-09-14T14:18:15Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Glowforest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;br /&gt;
&lt;br /&gt;
==Glowforest==&lt;br /&gt;
===Bioluminescent spores===&lt;br /&gt;
Some variety of fungus is blossoming and releasing bioluminescent spores! The spores are strangely beautiful and pose no danger.&lt;br /&gt;
&lt;br /&gt;
All Colonists, even blind colonists, on the Glowforest map with spores gain a +4 Biolumenentic Spores thought.&lt;br /&gt;
&lt;br /&gt;
===Boomshroom Sprout===&lt;br /&gt;
A cluster of explosive boomshrooms has sprouted nearby! These mushrooms only grow in darkness. Once they mature, they can be harvested for chemfuel. Be careful - mature boomshrooms explode if damaged.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169627</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169627"/>
		<updated>2025-09-14T14:06:03Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava field */ Adding Glowforest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;br /&gt;
&lt;br /&gt;
==Glowforest==&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169626</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169626"/>
		<updated>2025-09-14T14:04:59Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava Flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169625</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169625"/>
		<updated>2025-09-14T14:03:41Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava Flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable, can light adjacent flammable objects on fire, and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
Lava Flow can only happen once every 12 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169624</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169624"/>
		<updated>2025-09-14T14:03:22Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava Emergence */ Lava Flow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
=== Lava Flow ===&lt;br /&gt;
Lava has begun to pour into the region, flooding the low-lying volcanic rock. Keep your colonists out of harm's way!&lt;br /&gt;
&lt;br /&gt;
Lava will emerge from the edge of the map and will flow only over Volcanic Rock and Cooled Rock terrain. The Lava Flow will create Shallow lava that is pathable, can light adjacent flammable objects on fire, and leave behind Cooled Rock terrain after a few days. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169623</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169623"/>
		<updated>2025-09-14T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava Emergence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
The lava emergence can flow over any pathable terrain and over chunks or items on the ground. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects. &lt;br /&gt;
&lt;br /&gt;
The shallow lava can light adjacent flammable objects on fire.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169622</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=169622"/>
		<updated>2025-09-14T13:43:06Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava field */ Lava Emergence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava field==&lt;br /&gt;
=== Volcanic ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Lava Emergence ===&lt;br /&gt;
&lt;br /&gt;
Lava is emerging from cracks in the ground! It'll continue to pool until it creates a small lake. It will then take several days to cool, after which it can be removed.&lt;br /&gt;
&lt;br /&gt;
The lava will make temporary shallow lava that pawns can walk through. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed using the remove flooring command, the terrain returns to original type.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168823</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168823"/>
		<updated>2025-09-04T16:41:50Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Seasonal Flooding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal Flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. When the flood recedes, the terrain returns to its original type.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill Rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava Field==&lt;br /&gt;
=== Volcanic Ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic Debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed the terrain returns to original type. &lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168822</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168822"/>
		<updated>2025-09-04T16:40:45Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Lava Field */ Volcanic Debris&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal Flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill Rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava Field==&lt;br /&gt;
=== Volcanic Ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash can only occur after day 15 and once every 30 days.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic Debris ===&lt;br /&gt;
&lt;br /&gt;
A nearby volcanic eruption is showering the region with molten lava!&lt;br /&gt;
&lt;br /&gt;
8 to 12 pieces of Volcanic Debris land in cells without a roof. A small pool of temporary shallow lava is created. Pawns can walk through this shallow lava. After a few days, the shallow lava turns into removable Cooled Lava. When the cooled lava is removed the terrain returns to original type. &lt;br /&gt;
&lt;br /&gt;
Volcanic Debris can only occur after day 15 and once every 30 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168821</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168821"/>
		<updated>2025-09-04T16:26:34Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Categories and Volcanic Ash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Misc Odyssey ==&lt;br /&gt;
===Seasonal Flooding ===&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
=== Gill Rot ===&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
=== Orbital Debris ===&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;br /&gt;
&lt;br /&gt;
== Lava Field==&lt;br /&gt;
=== Volcanic Ash ===&lt;br /&gt;
&lt;br /&gt;
Ash from a nearby volcanic eruption is filling the sky. The sun is blocked and the acrid air burns the lungs. The cloud will last several days.&lt;br /&gt;
&lt;br /&gt;
Volcanic Ash completely blocks out the sun, causes a -3 thought Volcanic Ash and -10% breathing to anyone not under a roof.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=168820</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=168820"/>
		<updated>2025-09-04T16:18:34Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Weather */ Shuttles in blizzard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 50%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Based on a specific colour.&lt;br /&gt;
It pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, &lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additioonal effects, e.g. torrential rain causing flooding.}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Weapons#Accuracy|Accuracy modifier]]&lt;br /&gt;
! Movement speed modifier&lt;br /&gt;
! Wind speed&lt;br /&gt;
! Wind speed modifier&lt;br /&gt;
! Can put out fires&lt;br /&gt;
! Snowing rate&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| Gray Pall{{AnomalyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that can occur occasionally after the [[Void monolith|Monolith]]{{AnomalyIcon}} has been activated. Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Shuttles can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 150%&lt;br /&gt;
| Shuttles can not launch during blizzard. &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Environment&amp;diff=168819</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Environment&amp;diff=168819"/>
		<updated>2025-09-04T16:17:39Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Weather */ added some info on Tox Rain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stub|reason= Missing new Odyssey terrain and weather mechanics}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The map '''environment''' are all aspects of the map that often can not be directly influenced by the player, such as terrain, weather conditions and lighting.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Main|Beauty}}&lt;br /&gt;
Terrain, flooring, objects, and plants attribute to a tile's beauty, which in turn can affect a colonist's mood.&lt;br /&gt;
The contents of a tile have a cumulative effect on its beauty; i.e. a granite chunk (beauty of -10) on a carpeted floor (beauty of +2) gives the tile a net beauty of -8.&lt;br /&gt;
Certain unsightly objects, i.e. vomit, have one value when under a roof and a lower value when unroofed. This simulates the general disgust of seeing eyesores indoors versus encountering them outside.&lt;br /&gt;
&lt;br /&gt;
== Space ==&lt;br /&gt;
Environment space (as opposed to the [[Space|Need for Space]]) is the count of how much space there is to freely move around in a room. This is all the floor tiles that are either empty or have objects that can be passed through at full speed, such as chairs, building materials, and the various &amp;quot;spots&amp;quot;. All objects that either slow down or prevent movement through are not counted towards Environment Space. The &amp;quot;Space&amp;quot; number shown in the Environment display is this count x 1.4. This number is a measure of the entire room, and does not change depending on where a pawn is standing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
{{Main|Plants}}&lt;br /&gt;
Certain plants and trees have beauty, and may also provide [[cover]] to colonists.&lt;br /&gt;
&lt;br /&gt;
== Light ==&lt;br /&gt;
{{Stub|section=1|reason=1) Relationship between light % and plant growth speed e.g. Tinctoria grows so slow in normal soil under torch light that it rots before it grows enough to harvest 2) Effects of [[Dark vision]] and [[Ideoligion#Lighting|Lighting:Darkness preferred]] on mentioned stat and mood penalties}}&lt;br /&gt;
{{For|the furniture item|standing lamp}}&lt;br /&gt;
&lt;br /&gt;
Light can be generated artificially or naturally. Artificial light is produced by appliances in a limited range. Natural light is generated throughout the map on unroofed tiles. Roofed tiles will be dark unless lit artificially.&lt;br /&gt;
&lt;br /&gt;
Occasionally an [[Events#Eclipse|eclipse]] befalls the planet. Natural daytime light is no longer generated until it ends.&lt;br /&gt;
&lt;br /&gt;
Light's importance lies in the following effects:&lt;br /&gt;
* Plant growth - Most plants have light requirements to grow.&lt;br /&gt;
:*  0% only: {{DLC Icons|Nutrifungus}}&lt;br /&gt;
:*  0%+: {{#Ask: [[Min Grow Light::0]] [[Name::!Nutrifungus]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 30%+: {{#Ask: [[Min Grow Light::0.3]]| format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp;}}&lt;br /&gt;
:* 50%+: ''All other plants''&lt;br /&gt;
* Power - Solar generators only produce power when naturally lit.&lt;br /&gt;
* Colonists want 30% light or better. This affects:&lt;br /&gt;
:* Colonists' mood - Colonists in sustained darkness will have the [[Thoughts list#In darkness|'In darkness']] thought. Sleeping colonists will not have this thought. Therefore, lighting is not needed in areas only used for sleeping.&lt;br /&gt;
:* Colonists' movement speed - Colonists in darkness will have a reduced [[move speed]], scaling to 80% at a light level of 0%. Due to this, combat at night or under unlit roofed areas can lead to a disadvantage against non-human opponents, such as insects, manhunter animals, or mechanoids. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
:* Colonists' global work speed - Similarly to their movement speed, colonists will have a work speed penalty when working in darkness, scaling to 80% at a light level of 0%. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene{{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
* [[Surgery success chance factor]] is optimized at 50% light or better.&lt;br /&gt;
&lt;br /&gt;
There are three light levels: ''Dark'' (0-29%), ''Lit'' (30-89%), and ''Brightly lit'' (90-100%). Each tile on the map has one of these light levels. The light level of a tile is listed in the tile's information area located above the Architect menu (when the menu is minimized). The light level is immediately followed by the brightness given in a percentage (%).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style = &amp;quot;text-align:center; border-width=10;&amp;quot; width=&amp;quot;260&amp;quot;&lt;br /&gt;
| colspan = 4 | '''Light levels according to Light (%)'''&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light (%) &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | 0-29 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | 30-89 &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | 90-100&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;text-align:left;&amp;quot; | Light level &lt;br /&gt;
| style=&amp;quot;background-color:#B8C0B8&amp;quot; | Dark &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFF0&amp;quot; | Lit &lt;br /&gt;
| style=&amp;quot;background-color:#FFFFD8&amp;quot; | Brightly lit &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Darklight ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=General also two way links}}&lt;br /&gt;
&lt;br /&gt;
Based on a specific colour.&lt;br /&gt;
It pleases [[ideoligion]]s with the [[Ideoligion#Lighting|Lighting: Darklights Preferred]] precept, giving those with the precept a {{Thought| desc=This dim light is perfect. I feel focused and energized.| label=darklight| value=+4| stack=1}}, &lt;br /&gt;
&lt;br /&gt;
* [[Darktorch]]&lt;br /&gt;
* [[Fungus darktorch]]&lt;br /&gt;
* [[Standing lamp]] (configured correctly)&lt;br /&gt;
* [[Darklight brazier]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Artificial light sources ===&lt;br /&gt;
Light in roofed areas is provided by the following appliances:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_11 text-center}}&lt;br /&gt;
! Name !! &amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Light Radius::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Light Radius&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Daylight timing and latitude ===&lt;br /&gt;
Daylight, or natural light, is the light generated on unroofed tiles throughout the map. The timing and strength of daylight is affected by latitude, time of year, and time of day, due to the planet's apparent axial tilt.&lt;br /&gt;
&lt;br /&gt;
This effect is more pronounced at extreme northern and southern latitudes, which can result in light levels not reaching 0% at night or 100% at daytime.&lt;br /&gt;
&lt;br /&gt;
Near the central latitude, light level change throughout the day as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot;&lt;br /&gt;
! Start time&lt;br /&gt;
! Light level&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 4h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFD8&amp;quot;&lt;br /&gt;
| 7h || Brightly lit&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFFF0&amp;quot;&lt;br /&gt;
| 17h || Lit&lt;br /&gt;
|- style=&amp;quot;background-color:#B8C0B8&amp;quot;&lt;br /&gt;
| 20h || Dark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Day Length Table ====&lt;br /&gt;
Note that the below values represent the number of hours that the light level is above 30%, meaning there is no guarantee that it will reach 100%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 10.7 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5 || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6 || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3 || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2 || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 15.2 || 15.1 || 14.9 || 14.7 || 14.5 || 14.4 || 14.3 || 14.4 || 14.5 || 14.8 || 15.0 || 15.2&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 15.4 || 15.2 || 14.8 || 14.3 || 13.9 || 13.6 || 13.5 || 13.7 || 14.0 || 14.5 || 14.9 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 15.8 || 15.5 || 14.8 || 13.9 || 13.2 || 12.7 || 12.6 || 12.9 || 13.5 || 14.3 || 15.1 || 15.6&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 16.8 || 16.2 || 15.0 || 13.6 || 12.3 || 11.4 || 11.2 || 11.7 || 12.8 || 14.1 || 15.5 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 24 || 24 || 18.7 || 15.0 || 12.2 || 10.4 || 9.9 || 11.0 || 13.2 || 16.4 || 20.6 || 24&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0 || 24 || 24 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Plant growth time table ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Latitude !! Aprimay 1 !! Aprimay 6 !! Aprimay 11 !! Jugust 1 !! Jugust 6 !! Jugust 11 !! Septober 1 !! Septober 6 !! Septober 11 !! Decembary 1 !! Decembary 6 !! Decembary 11&lt;br /&gt;
|- &lt;br /&gt;
| '''90° N''' || 0 || 0 || 0 || 0 || 24 || 24 || 24 || 24 || 24 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° N''' || 0 || 0 || 0 || 5.8 || 24 || 24 || 24 || 24 || 18.6 || 0 || 0 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| '''60° N''' || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0 || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| '''45° N''' || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9 || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1&lt;br /&gt;
|-&lt;br /&gt;
| '''30° N''' || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9 || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3&lt;br /&gt;
|-&lt;br /&gt;
| '''15° N''' || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0 || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2&lt;br /&gt;
|-&lt;br /&gt;
| '''0°''' || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1 || 14.1&lt;br /&gt;
|-&lt;br /&gt;
| '''15° S''' || 14.0 || 13.9 || 13.7 || 13.5 || 13.3 || 13.2 || 13.2 || 13.2 || 13.4 || 13.6 || 13.8 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''30° S''' || 14.0 || 13.8 || 13.4 || 13.0 || 12.6 || 12.3 || 12.2 || 12.4 || 12.7 || 13.2 || 13.6 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''45° S''' || 14.1 || 13.8 || 13.1 || 12.4 || 11.6 || 11.1 || 11.0 || 11.3 || 11.9 || 12.7 || 13.4 || 13.9&lt;br /&gt;
|-&lt;br /&gt;
| '''60° S''' || 14.3 || 13.8 || 12.7 || 11.3 || 10.0 || 9.1 || 8.9 || 9.4 || 10.5 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
| '''75° S''' || 17.3 || 16.0 || 13.6 || 10.6 || 7.6 || 5.1 || 4.3 || 6.0 || 8.8 || 11.8 || 14.6 || 16.7&lt;br /&gt;
|-&lt;br /&gt;
| '''90° S''' || 24 || 24 || 24 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 24 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Daylight math details ====&lt;br /&gt;
{{rwbox&lt;br /&gt;
| nocat=true&lt;br /&gt;
| type  = warning&lt;br /&gt;
| text  = &amp;lt;span style=&amp;quot;color:#FF3333&amp;quot;;&amp;gt;'''Warning!''' Trigonometry ahead!&amp;lt;/span&amp;gt;'''&amp;lt;br&amp;gt;This section gets into complicated mathematical detail. Proceed at own risk&lt;br /&gt;
}}&lt;br /&gt;
The calculation of sunlight is surprisingly involved. On a nutshell: the formula obtains the angle between the vectors Latitude and Sun Position, subtracts an angle θ from it (determined by Latitude), obtains the cosine of the difference, and divides this number by 0.7. Finally, this result is capped between 0 (no light) and 100% (full light).&lt;br /&gt;
&lt;br /&gt;
If you only care about the final formula, go to &amp;quot;Final formula&amp;quot; below. Otherwise, carry on.&lt;br /&gt;
&lt;br /&gt;
The amount of sunlight a given cell receives depends on its Latitude, Day of the year, and Hour of the day. The simplified steps to reach the final value are:&lt;br /&gt;
&lt;br /&gt;
:1. Obtain the factor &amp;quot;u&amp;quot; for the given latitude&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75|| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:2. Obtain Sun Position Vector SP = &amp;lt;code&amp;gt;{SPx, SPy, SPz}&amp;lt;/code&amp;gt;. Do note these formulas are not in degrees, but radians.&lt;br /&gt;
:* SPx = -cos(Hour * π / 12)&lt;br /&gt;
:* SPy = -cos(π * Day/30)  * u&lt;br /&gt;
:* SPz = -sin(Hour * π / 12) [NOT ACTUALLY USED, BUT PART OF THE VECTOR]&lt;br /&gt;
&lt;br /&gt;
:3. Calculate angle θ. Do note that the values of this table are in degrees. To convert to radians, multiply result by π / 180&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299 - 4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:4. Calculate the angle (Δ) between the vector Latitude (L) y SP.&lt;br /&gt;
:*   Δ = arc cos [ ( cos(Latitude) * SPx  + sen(Latitude) * SPy ) /  &amp;lt;span style=&amp;quot;white-space: nowrap&amp;quot;&amp;gt;&amp;amp;radic;&amp;lt;span style=&amp;quot;text-decoration:overline;&amp;quot;&amp;gt;&amp;amp;nbsp;1 + SPy&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt; ] &amp;lt;!-- I would prefer a math method, but I got a headache trying to make it work right.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:5. '''Sunlight''' = cos(Δ - θ)/0.7; Capped between 0 and 1 (100%).&lt;br /&gt;
&lt;br /&gt;
Do note that the creation of the vector Latitude : &amp;lt;code&amp;gt;{cos(''latitude''), sin(''latitude''), 0}&amp;lt;/code&amp;gt; was omitted for simplicity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-MathDetails&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:5px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Final Formula:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-MathDetails&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Sunlight formula 5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I would like to put this outside a image, but there are formatting issues with {{Math}}. Also, there is no template for roots (square or otherwise) and I had issues creating one.&lt;br /&gt;
cos (arccos [ - ( cos(Latitude) * cos(Hour*PI/12)  + sen(Latitude) * cos(PI * Day/30) * u ) /  root( 1 + (cos(PI * Day/30) * u)^2 ) ] - θ ) / 0.7 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitude !! Value of u&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= 70 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || Latitude * 13/50-18&lt;br /&gt;
|-&lt;br /&gt;
| =&amp;gt;75 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=display:inline-grid&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Latitud !! Value of θ&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;= -60 || 19&lt;br /&gt;
|-&lt;br /&gt;
| [-60, 60] || 36 - abs(x) * 17/60 &amp;lt;!-- |x|. Math has issues with inline comments, for some reason. It may be a style issue --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [60, 70] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [70, 75] || 299-4x&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;75 || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interestingly, while some effects are applied differently above latitude &amp;lt;code&amp;gt;70&amp;lt;/code&amp;gt; (70° N), these do not seem to apply below &amp;lt;code&amp;gt;-70&amp;lt;/code&amp;gt; (70° S). This has some odd effects on extreme Latitudes, such as the south pole having neither full darkness nor full light.&lt;br /&gt;
&lt;br /&gt;
Getting useful data from this formula is inconvenient. You can use [https://docs.google.com/spreadsheets/d/1dI8CoR9OMk679Gyvr8lXrKUNtfNdCQPp/edit?usp=sharing&amp;amp;ouid=114344865191558455918&amp;amp;rtpof=true&amp;amp;sd=true this google doc] to get a better idea of how many hours of daylight a given tile (based on Latitude) will have through the year.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Based on &amp;lt;code&amp;gt;Assembly-CSharp/RimWorld/GenCelestial&amp;lt;/code&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- https://www.desmos.com/calculator/zhnk6yd7nv this can be played with --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Openness ==&lt;br /&gt;
{{stub|section=1|reason=Large enough enclosed spaces seem to blur these boundaries}} &lt;br /&gt;
Openness refers to the often critical aspect of structures being open to the outside. It affects many things such as temperature, item deterioration, light, exposure to weather, and certain events.&lt;br /&gt;
&lt;br /&gt;
Every tile on the map falls into one of three categories:&lt;br /&gt;
* Outdoors - not enclosed by any structure, even if there is a roof. &lt;br /&gt;
* Indoors - completely enclosed structure, completely roofed.&lt;br /&gt;
* Unroofed - completely enclosed structure, but with one or more unroofed tiles.&lt;br /&gt;
&lt;br /&gt;
Sufficiently large unroofed rooms, approximately 300 tiles, are considered outdoors.{{Check Tag|Detail Needed}}&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Environmental temperature is affected outdoors mainly by the map's biome and by the current season. Temperature affects a plant's ability to grow. Temperature affects a human's comfort, and health in extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Terrain consists of the map's walking surface, terrain features, and mountain areas. Terrain affects things including walking speed, where plants can grow, and may prohibit construction.&lt;br /&gt;
&lt;br /&gt;
'''Natural surface terrain''' includes soil, rich soil, marshy soil, marsh, mud, sand, lichen-covered dirt, gravel, rough stone (granite, marble, etc.), rough-hewn stone, shallow water, and deep water.&lt;br /&gt;
&lt;br /&gt;
'''Terrain features''' include steam geysers and mountains. The steam from a geyser produces heat and an enclosed area around it will heat up unless unroofed. A mountain cannot be destroyed, even if all of its stone and ore has been mined out. What remains are terrain tiles listed as 'overhead mountain'.&lt;br /&gt;
&lt;br /&gt;
=== Naturally generated surfaces ===&lt;br /&gt;
{{stub|section=1|reason=Anomaly terrains - Flesh and Gray surface, odyssey terrains}}&lt;br /&gt;
{{Split|section=1|reason=Individual pages for each terrain. Then make and distribute nav template}}&lt;br /&gt;
{{Recode|section=1|reason=Automate table once all pages created}}&lt;br /&gt;
{{For|the artificial flooring|Floors#Comparison table{{!}}Floors}}&lt;br /&gt;
While most terrain properties are self-explanatory, some require special attention.&lt;br /&gt;
* '''Path cost''' determines how difficult is to travers a given terrain. &lt;br /&gt;
* '''Move Speed Modifier''' is the net effect of said cost, and is obtained with the formula &amp;lt;code&amp;gt;13/(13 + Path cost)&amp;lt;/code&amp;gt; rounded.&lt;br /&gt;
* '''Terrain Support''' determines what kind of structures can be build on a given terrain. If a given structure has a '''Terrain Affordance''' not listed for a given terrain, then said terrain is not a valid construction site. The types used are:&lt;br /&gt;
**'''Light''': Supports light structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Medium''': Supports medium structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Heavy''': Supports heavy structures.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''ShallowWater''': Can be built on with things that are waterproof.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''MovingFluid''' (moving water): Contains power usable for hydroelectrics.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Bridgeable''': [[Bridge]] can be built over this terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''GrowSoil''' (growable): Things can grow here. Unsure if is does anything or if merely indicative.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''Diggable''': Able to build [[grave]]s.&amp;lt;br/&amp;gt;&lt;br /&gt;
**'''SmoothableStone''' (smoothable): Can be ground and smoothed into smooth stone.&amp;lt;br/&amp;gt;&lt;br /&gt;
*'''Filth Mask''' determines what kind of [[filth]] can be applied on this terrain. Most natural floors only accept '''Unnatural''' filth, if any at all, but there are exceptions. &lt;br /&gt;
*'''Tag''' use is unclear. It may be used on map generation.&lt;br /&gt;
&lt;br /&gt;
As of [[Version/1.5.4104]], all terrains with Heavy '''Terrain Support''' also support both Medium and Light. To help the readability of this table, only the '''Heavy''' tag will be used in those cases.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center mw-collapsible}}&lt;br /&gt;
! Type !! Move Speed &amp;lt;br/&amp;gt;Modifier !! [[Plants#Fertility|Fertility]] !! Terrain&amp;lt;br/&amp;gt;Support !! [[Bridge]]able !! [[Grave|Diggable]] !! Terrain&amp;lt;br/&amp;gt;Type !! Beauty&amp;lt;br&amp;gt;Indoors/&amp;lt;br/&amp;gt;Outdoors !! [[Cleanliness]] !! Filth&amp;lt;br/&amp;gt;mask{{ref label|Fmask|1}} !! Dries&amp;lt;br/&amp;gt; To{{ref label|DriesTo|2}} !! Tags !! [[Path cost|Path&amp;lt;br/&amp;gt;cost]] !! [[Filth#Generation|Generates&amp;lt;br/&amp;gt;Filth]] !! Allows&amp;lt;br/&amp;gt;Special&amp;lt;br/&amp;gt;Attack{{ref label|ASA|3}} !! Others&lt;br /&gt;
|- id=&amp;quot;Broken asphalt&amp;quot;&lt;br /&gt;
! [[Broken asphalt]]&lt;br /&gt;
| 100% || 0% || Heavy || {{Cross}} || {{Cross}} || - || -1 || -2 || {{Check}} || - || Road || 0 || {{Cross}} || {{Cross}} ||&lt;br /&gt;
|- id=&amp;quot;Packed dirt&amp;quot;&lt;br /&gt;
! [[Packed dirt]]&lt;br /&gt;
| 93% || 0% || Heavy || {{Cross}} || {{Check}} || Soil || -1 || -1 || {{Check}} || - || Road || 1 || [[Filth#Dirt|Dirt]] || {{Cross}} ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chest-deep moving water&amp;quot;&lt;br /&gt;
! [[Chest-deep moving water]]&lt;br /&gt;
| 24% || 0% || - || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|1}} || 42 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Deep ocean water&amp;quot;&lt;br /&gt;
! [[Deep ocean water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|2}}&amp;lt;br/&amp;gt; ocean || 300{{ref label|Impassable|5|1}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire&lt;br /&gt;
|- id=&amp;quot;Deep water&amp;quot;&lt;br /&gt;
! [[Deep water]]&lt;br /&gt;
| 0% || 0% || - || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|3}} || 300{{ref label|Impassable|5|2}} || {{Cross}} || [[Hediffs#Water|Water]] || Impassable&amp;lt;br/&amp;gt;Extinguishes Fire &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shallow ocean water&amp;quot;&lt;br /&gt;
! [[Shallow ocean water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|4}}&amp;lt;br/&amp;gt; ocean || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
|- id=&amp;quot;Shallow moving water&amp;quot;&lt;br /&gt;
! [[Shallow moving water]]&lt;br /&gt;
| 30% || 0% || ShallowWater&amp;lt;br/&amp;gt; MovingFluid || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || - || Water{{ref label|water|4|5}}&amp;lt;br/&amp;gt; River || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Shallow water&amp;quot;&lt;br /&gt;
! [[Shallow water]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || 0 || 0 || {{Cross}} || [[#Gravel|Stony soil]] || Water{{ref label|water|4|6}} || 30 || {{Cross}} || [[Hediffs#Water|Water]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]]&lt;br /&gt;
|- id=&amp;quot;Marsh&amp;quot;&lt;br /&gt;
! [[Marsh]]&lt;br /&gt;
| 30% || 0% || ShallowWater || {{Check}} || {{Cross}} || - || -3/0 || -2 || {{Cross}} || [[#Soil|Soil]] || - || 30 || [[Filth#Dirt|Dirt]] || [[Hediffs#Mud|Mud]] || Extinguishes Fire&amp;lt;br/&amp;gt;Traversing generates thought [[Mood#Soaking wet|Soaking wet]] &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Soil&amp;quot;&lt;br /&gt;
! [[Soil]]&lt;br /&gt;
| 87% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Lichen-covered soil&amp;quot;&lt;br /&gt;
! [[Lichen-covered soil]]&lt;br /&gt;
| 81% || 100% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Cross}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || - || Soil || 3 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Marshy soil&amp;quot;&lt;br /&gt;
! [[Marshy soil]]&lt;br /&gt;
| 48% || 100% || Light&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || Soil || 14 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
|- id=&amp;quot;Rich soil&amp;quot;&lt;br /&gt;
! [[Rich soil]]&lt;br /&gt;
| 87% || 140% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || Soil || -3/0 || -1 || {{Check}} || [[#Soil|Soil]] || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Dirt|Dirt]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stony soil&amp;quot;&lt;br /&gt;
! [[Stony soil]]&lt;br /&gt;
| 87% || 70% || Heavy&amp;lt;br/&amp;gt; GrowSoil || {{Check}} || {{Check}} || - || -3/0 || -1 || {{Check}} || - || Soil || 2 || [[Filth#Dirt|Dirt]] || [[Hediffs#Gravel|Gravel]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sand&amp;quot;&lt;br /&gt;
! [[Sand]]&lt;br /&gt;
| 76% || 10% || Heavy || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || - || Sand || 4 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
|- id=&amp;quot;Soft sand&amp;quot;&lt;br /&gt;
! [[Soft sand]]&lt;br /&gt;
| 48% || 0% || Light || {{Cross}} || {{Check}} || Sand || -3/0 || -1 || {{Check}} || [[#Sand|Sand]] || Sand || 14 || [[Filth#Sand|Sand]] || [[Hediffs#Sand|Sand]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mud&amp;quot;&lt;br /&gt;
! [[Mud]]&lt;br /&gt;
| 48% || 0% || - || {{Check}} || {{Cross}} || Soil || -3/0 || -2 || {{Check}} || [[#Soil|Soil]] || - || 14 || [[Filth#Dirt|Dirt]] ||  [[Hediffs#Mud|Mud]] ||&lt;br /&gt;
|- id=&amp;quot;Ice&amp;quot;&lt;br /&gt;
! [[Ice]]&lt;br /&gt;
| 48% || 0% || Heavy || {{Cross}} || {{Check}} || - || -3/0 || 0 || {{Check}} || - || - || 14 || [[Filth#Dirt|Dirt]] || {{Cross}} || -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Polluted&amp;quot;&lt;br /&gt;
! [[Pollution|Polluted terrain]]{{BiotechIcon}}&lt;br /&gt;
| - || 0-50%{{ref label|Polluted_F|6}} || - || - || - || - || -1 || - || - || - || - || - || - || - || Overlay: Applies stats over existing terrain (additive)&amp;lt;br/&amp;gt;Overlay: Changes graphics of affected terrain.&amp;lt;br/&amp;gt;Can be removed.&amp;lt;br/&amp;gt;Allows growth of [[Toxipotato plant|Toxipotato]], [[Gray pine tree|Gray pine]], [[Pebble cactus]], [[Rat palm tree|Rat palm]]&amp;lt;br/&amp;gt;Prevents growth of most other plants.&amp;lt;br/&amp;gt;Colonist receive [[toxic buildup]] from waking here.&lt;br /&gt;
|- id=&amp;quot;Rough stone&amp;quot;&lt;br /&gt;
! [[Rough stone]]&lt;br /&gt;
| {{%|{{Q|Rough stone|Move Speed Factor}} }} || 0% || Heavy || {{Cross}} || {{Cross}}  || Stone || -1 || 0 || {{Check}}{{ref label|RStone|7}} || - || - || 2 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Rough-hewn stone&amp;quot;&lt;br /&gt;
! [[Rough-hewn stone]]&lt;br /&gt;
| {{%|{{Q|Rough-hewn stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || -1 || 0 || All || - || - || 1 || {{Cross}} || {{Cross}} || [[#Smooth stone|Smooothable]]&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
|- id=&amp;quot;Smooth stone&amp;quot;&lt;br /&gt;
! [[Smooth stone]]&lt;br /&gt;
| {{%|{{Q|Smooth stone|Move Speed Factor}} }}|| 0% || Heavy || {{Cross}} || {{Cross}} || Stone || 2 || 0 || All  || - || - || 0 || {{Cross}} || {{Cross}} || 5{{Icon Small|silver}}.&amp;lt;br/&amp;gt;Natural, non-generated floor/terrain hybrid.&amp;lt;br/&amp;gt;Paintable&amp;lt;br/&amp;gt;Hardcoded{{ref label|Hardcode|8}}&lt;br /&gt;
&amp;lt;!--|- id=&amp;quot;Fungal Gravel&amp;quot;&lt;br /&gt;
! [[Fungal gravel]]{{IdeologyIcon}}&lt;br /&gt;
| 87% || 70% || Floor base || {{Cross}} || {{Cross}} || - || -1 || -1 || All? || - || - || 2 || || {{Cross}} || WorkToBuild 1000.&amp;lt;br/&amp;gt;Requires [[overhead mountain]]&amp;lt;br/&amp;gt;Only generated for colonies with the [[Ideoligion#Tunneler|Tunneler]] meme.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Gray Surface&amp;quot;&lt;br /&gt;
! [[Gray surface]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Cross}} || - || 0 || 0 || {{Check}}?  || - || Floor || 2 || {{Cross}} || {{Cross}} || Only present on the Labyrinth. &lt;br /&gt;
|- id=&amp;quot;Flesh Floor&amp;quot;&lt;br /&gt;
! [[Flesh]]{{AnomalyIcon}}&lt;br /&gt;
| 87% || 0% || Heavy || {{Cross}} || {{Check}} || - || -10/-5 || -3 || {{Check}}? || - || Floor || 2 || ? || {{Cross}} || Behaves like a natural Floor.&amp;lt;br/&amp;gt;Cleaning time Mult 150%&amp;lt;br/&amp;gt;Removable.&amp;lt;br/&amp;gt;Inflammable 32%&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Fmask|1}}The kind of Filth accepted by this terrain. {{Check}} denotes terrains that accept '''Unnatural''' filth, {{Cross}} those that accept none. Special cases are denoted as such.&lt;br /&gt;
:{{note label|DriesTo|2}}As Stony soil doesn't exist in [[Sea ice]] nor [[Ice sheet]], it dries to Ice instead.&lt;br /&gt;
:{{note label|ASA|3}}All of these attacks have a cooldown of 1.5 seconds, require the '''KickMaterialInEyes''' capacity, and apply a Hediff of the same name.&lt;br /&gt;
:4{{note label|water||1}}{{note label|water||2}}{{note label|water||3}}{{note label|water||4}}{{note label|water||5}}{{note label|water||6}} All water tiles triple the deterioration rate. Additionally, these have a perceived path cost of 180 if undrafted and of 18 when [[draft]]ed&lt;br /&gt;
:5{{note label|Impossible||1}}{{note label|Impossible||2}}Redundant due to being Impassable. It would result in a 4.2% '''Move Speed Modifier''' otherwise.&lt;br /&gt;
:{{note label|Polluted_F|6}}The fertility is capped at 50%, but will not affect the value of the original terrain if it was equal or lower than that.&lt;br /&gt;
:{{note label|RStone|7}}Plus any defined on NaturalTerrainBase. In vanilla, this in just '''Unnatural''' filth.&lt;br /&gt;
:{{note label|Hardcode|8}}Not on the xml files but rather defined programmatically for all stone types.&lt;br /&gt;
&lt;br /&gt;
=== Steam geyser ===&lt;br /&gt;
{{stub|section=1|reason=Specific numbers on heat needed}}&lt;br /&gt;
[[File:Steam geyser.png|frameless|64px]] Steam geysers are terrain features that allow the placement of a [[geothermal generator]] on them and also output a significant amount of [[temperature|heat]] when sealed in a roofed room. &lt;br /&gt;
&lt;br /&gt;
The steam geyser sprays after a random delay between {{Ticks|500}} and {{Ticks|2000}}. It will then spray for between {{Ticks|200}} and {{Ticks|500}}. While spraying, it will output 40 heat every {{ticks|20}}. Thus, it averages {{#expr: (60*40*((500+200)/2)/20)/((2000+500/2) + (200+500)/2) round 2}} heat per second, with no maximum temperature. &lt;br /&gt;
&lt;br /&gt;
Besides their use in power generation, they can also be used to heat bases and greenhouses without the need for electricity or fuel by sealing them in. Like any means of [[temperature]] regulation, geysers require an enclosed and [[roof|roofed]] [[room]] to actually cause a change in heat. If you don't want heat, keep the geothermal room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{{stub|section=1|reason=Exact details of how large fires on the map cause rain needed. Rain details should be split from the rain weather type (because its not the only weather type that includes raining) and details discussed including short circuiting, increasing fuel consumption of torch, campfire and brazier variants, which weather types include rain, whether snow counts as rain for all mechanics etc, similarly Snow and its unique effects including [[Snow]] being merged into here.  [[Odyssey DLC]] weathers need notes as they have additioonal effects, e.g. torrential rain causing flooding.}}&lt;br /&gt;
&amp;lt;!--When a number of fires are detected on a map, the &amp;quot;firewatcher&amp;quot; process will increment progress to rainy weather. Exact mechanics are unknown --&amp;gt;&lt;br /&gt;
Weather events occur from time to time depending on the biome and time of year, with the current weather listed at the right edge of the screen. When a weather event ends the weather returns to Clear. Each weather event has a general effect on wind speed. &lt;br /&gt;
&lt;br /&gt;
Wind speed continually varies between 0% to 150% but it is not displayed onscreen. Wind speed is a direct multiplier of a [[wind turbine]]'s nominal power output of {{Q|Wind turbine|Power Consumption #}}W. At 50% wind speed a wind turbine produces {{#expr:0.5*{{Q|Wind turbine|Power Consumption #}}}}W up to a maximum of {{#expr:1.5*{{Q|Wind turbine|Power Consumption #}}}}W at 150%. Note that the &amp;quot;max power output&amp;quot; listed in the infobox claims that {{Q|Wind turbine|Power Consumption #}}W is the maximum under &amp;quot;ideal conditions&amp;quot; - this is incorrect. &lt;br /&gt;
&lt;br /&gt;
The [[Weather controller]]s {{RoyaltyIcon}} can force a single type of weather to constantly appear, and will only allow natural changes in weather once it is destroyed. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ style = &amp;quot;text-align: left; font-size:120%;&amp;quot; | Weather types&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Time of year&lt;br /&gt;
! Temperature range &amp;lt;ref&amp;gt;Can continue even if the temperature exits the appropriate range, once started.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Weapons#Accuracy|Accuracy modifier]]&lt;br /&gt;
! Movement speed modifier&lt;br /&gt;
! Wind speed&lt;br /&gt;
! Wind speed modifier&lt;br /&gt;
! Can put out fires&lt;br /&gt;
! Snowing rate&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Clear&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fog&lt;br /&gt;
| Any&lt;br /&gt;
|Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Suppresses firewatcher if forced {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Rain&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| Calm to Moderate&lt;br /&gt;
| 80%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Rain intensity can vary. Rain will put out any outdoor fires on the map. Rain can cause electronic objects to short circuit.&lt;br /&gt;
|-&lt;br /&gt;
| Dry Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| [[Lightning]] strikes from thunderstorms can ignite flammable objects, including flora. If accompanied by rain the fires should be extinguished without becoming a threat.&lt;br /&gt;
|-&lt;br /&gt;
| Rainy Thunderstorm&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Foggy rain&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Hard snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 120%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| Soft snow&lt;br /&gt;
| Mainly Winter&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 80%&lt;br /&gt;
| Weather event that can distribute [[Snow]] onto the terrain.&lt;br /&gt;
|-&lt;br /&gt;
|[[Events#Flashstorm|Flashstorm]]&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| An extreme version of the dry thunderstorm, and an event of its own (rather than normal weather changes). [[Lightning]] strike many times in a row in a small area, igniting anything flammable and causing giant wildfires which can spread to your base easily. It also disables rain for a short time.&lt;br /&gt;
|-&lt;br /&gt;
| Gray Pall{{AnomalyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 80%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that can occur occasionally after the [[Void monolith|Monolith]]{{AnomalyIcon}} has been activated. Colonists inside during gray pall will receive {{Thought| desc=It feels like the world is sick and dying.| label=Gray pall| value=-3| stack=1}} while pawns outside will receive {{Thought| desc=It feels like the world is sick and dying. The putrid air makes me want to vomit.| label=Gray pall exposure| value=-6| stack=1}}.&lt;br /&gt;
|-&lt;br /&gt;
| Windy{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 90%&lt;br /&gt;
| 150-300%&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tox rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Creates Toxic Buildup on pawns exposed to rain, and -8 thought &amp;quot;Toxic Water&amp;quot;. Does not kill plants like Toxic Fallout.&lt;br /&gt;
|-&lt;br /&gt;
| Sandstorm{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|10|100}}&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Shuttles can not launch during a sandstorm.&lt;br /&gt;
|-&lt;br /&gt;
| Blind fog{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 50%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Calm&lt;br /&gt;
| 50%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| Reduces maximum range of ALL weapons to 23, everywhere on the map, except for [[Unique weapons]] with the Aim Assistance trait. Also applies to many line-of-sight abilities like [[jump pack]]s and skip [[psycast]]s{{RoyaltyIcon}}. Shuttles can not launch during blind fog.&lt;br /&gt;
|-&lt;br /&gt;
| Overcast{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| None to Moderate&lt;br /&gt;
| 100%&lt;br /&gt;
| No&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Blizzard{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|-270|-0.5}}&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
| Moderate to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| 150%&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Torrential rain{{OdysseyIcon}}&lt;br /&gt;
| Any&lt;br /&gt;
| {{Temperature|0|100}}&lt;br /&gt;
| 75%&lt;br /&gt;
| 80%&lt;br /&gt;
| None to Extreme&lt;br /&gt;
| 150%&lt;br /&gt;
| Yes&lt;br /&gt;
| None&lt;br /&gt;
| Weather event that causes flooding in already wet areas ie. rivers, marches, etc. flooding can be contained by placing walls or bridges along wet areas.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lightning ==&lt;br /&gt;
[[File:Dry Thunderstorm.png|400px|thumb|right|Lightning in a [[Environment#Weather|Dry thunderstorm]] ]]&lt;br /&gt;
'''Lightning''' is created either naturally through thunder and flashstorms, or artificially with the [[Flashstorm (psycast)|flashstorm]] psycast{{RoyaltyIcon}}. These do 10 [[Damage types#Flame|Flame]] damage in a 3x3 area (1.9 block radius) and start [[fire]]s to objects in the area of effect that are not under a roof. Dry thunderstorms can be especially dangerous, starting fires around the map without rain to put them out. The flashstorm psycast should be used with caution, preferably in areas without vegetation or during rain. Lightning can also be spawned in with a debug command in [[development mode]].&lt;br /&gt;
&lt;br /&gt;
Lightning is bright enough to momentarily power [[solar generator]]s and grow [[plants]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Weather (rain/fog) now affects chances of hitting a target&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Rain now slowly washes away [[Filth|blood]]. Added rich dirt patches.&lt;br /&gt;
* Beta 19/ 1.0 - Changed deep moving water to chest-deep moving water: walkable but slower than shallow water. Shallow water movement cost 12 -&amp;gt; 22. Sand fertility 6% -&amp;gt; 10%.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Wind turbines register no wind during windy storm.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Geysers have a deconstruct gizmo in god mode which causes and error when clicked.&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168818</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168818"/>
		<updated>2025-09-04T16:05:56Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Orbital Debris&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Flooding ==&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
== Gill Rot ==&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days. Gill Rot must occur on a map with Fish.&lt;br /&gt;
&lt;br /&gt;
== Orbital Debris ==&lt;br /&gt;
&lt;br /&gt;
A cloud of orbital debris is hurtling towards your position and will impact within seconds. Get your colonists under a roof.&lt;br /&gt;
&lt;br /&gt;
Orbital Debris can only occur in Space. After a short delay, 12 to 16 pieces of debris will impact into non-roofed cells and damage any pawns nearby. The impact will leave a crater.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168817</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168817"/>
		<updated>2025-09-04T16:00:17Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Gill Rot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Flooding ==&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding may only occur once every 40 days.&lt;br /&gt;
&lt;br /&gt;
== Gill Rot ==&lt;br /&gt;
&lt;br /&gt;
Fish populations are slowly declining due to a parasitic fungus known as gill rot. The fungus is harmless to people.&lt;br /&gt;
&lt;br /&gt;
During Gill Rot, 15% of maximum Fish Population per body of water is lost per day. Gill Rot lasts 3 to 6 days. Gill Rot can only occur after day 45 and can only occur every 45 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168816</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168816"/>
		<updated>2025-09-04T15:33:19Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Flooding ==&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding may only occur once every 40 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168815</id>
		<title>Events/Odyssey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Odyssey&amp;diff=168815"/>
		<updated>2025-09-04T15:32:54Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Adding Season Flooding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The [[Odyssey]]{{OdysseyIcon}} DLC introduced new incidents specific to biomes or map features.&lt;br /&gt;
&lt;br /&gt;
== Seasonal Flooding ==&lt;br /&gt;
Rainfall upriver is causing the river to swell. The flooding will subside after several days.&lt;br /&gt;
&lt;br /&gt;
Approximately 12 cells of land along rivers can become Shallow Flood Water. Any non-tree plants and flooring in those cells are destroyed. Fences, Barricades, Sandbags, Walls, Natural Stone walls, Graves, and similar can block the rising flood waters.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding must occur on river maps, with a temperature of at least -7 C, and in Spring or Permanent Summer. Water can rise for up to 4 days.&lt;br /&gt;
&lt;br /&gt;
Seasonal Flooding recedes after another 4 to 6 days, or if temperatures drop below -7 C. Seasonal Flooding cannot occur again for another 40 days.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=168811</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=168811"/>
		<updated>2025-09-04T14:49:14Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Odyssey Events */ Basic descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey Events ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[SeasonalFlooding|Seasonal Flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[GillRot|Gill Rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[OrbitalDebris|Orbital Debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicAsh|Volcanic Ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaFlow|Lava Flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaEmergence|Lava Emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicDebris|Volcanic Debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[BoomShroomSprout|Boom Shroom Sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[BioluminescentSpores|Bioluminescent Spores]] || Glowforest || Some variety of fungus is blossoming and producing bioluminescent spores.&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought (Initial)]] || Grasslands || Hidden event that prevents rain.&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought]] || Grasslands || Due to a recent lack of rain, a drought has begun.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=168810</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=168810"/>
		<updated>2025-09-04T14:41:03Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Odyssey Events */ Details on chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey Events ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[SeasonalFlooding|Seasonal Flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[GillRot|Gill Rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[OrbitalDebris|Orbital Debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicAsh|Volcanic Ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaFlow|Lava Flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaEmergence|Lava Emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicDebris|Volcanic Debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[BoomShroomSprout|Boom Shroom Sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[BioluminescentSpores|Bioluminescent Spores]] || Glowforest || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought (Initial)]] || Grasslands || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought]] || Grasslands || Anywhere&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=168809</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=168809"/>
		<updated>2025-09-04T14:18:17Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Odyssey Events */ Making Chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey Events ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[SeasonalFlooding|Seasonal Flooding]] || Water Map || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[GillRot|Gill Rot]] || Water Map || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[OrbitalDebris|Orbital Debris]] || Space || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicAsh|Volcanic Ash]] || Lava Field || Ash&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaFlow|Lava Flow]] || Lava Field||Quest&lt;br /&gt;
|-&lt;br /&gt;
| [[LavaEmergence|Lava Emergence]] || Lava Field || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[VolcanicDebris|Volcanic Debris]] || Lava Field || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[BoomShroomSprout|Boom Shroom Sprout]] || Glowforest || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[BioluminescentSpores|Bioluminescent Spores]] || Glowforest || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought (Initial)]] || Grasslands || Anywhere&lt;br /&gt;
|-&lt;br /&gt;
| [[DroughtInitial|Drought]] || Grasslands || Anywhere&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=168808</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=168808"/>
		<updated>2025-09-04T13:43:58Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Event List   */ Adding Odyssey events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey Events ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#VolcanicAsh|Volcanic Ash]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=168807</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=168807"/>
		<updated>2025-09-04T13:23:22Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Random Events */ There's no baby transport pod event that fires on live. It's in the defs and in dev mode, but it doesn't happen in game. Reported as bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There's a special kind of events called [[Quests]] which work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Birthday|Birthday]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Disease|Disease]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6~7 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cerebrex_core&amp;diff=168753</id>
		<title>Cerebrex core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cerebrex_core&amp;diff=168753"/>
		<updated>2025-09-03T19:08:56Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Analysis */ Added mech wave info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Cerebrex Core&lt;br /&gt;
| description = The thinking mind of the mechanoid swarm. The cerebrex core commands mechanoids across the entire planet.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| selectable = true&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| uses hit points = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passibility = impassable&lt;br /&gt;
| cover = .75&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| size = 7 x 7&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| repairable = false&lt;br /&gt;
| is targetable = false&lt;br /&gt;
| is inert = true&lt;br /&gt;
| claimable = false&lt;br /&gt;
| expand home area = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = CerebrexCore&lt;br /&gt;
| label = cerebrex core&lt;br /&gt;
}}&lt;br /&gt;
The thinking mind of the mechanoid swarm. The cerebrex core commands mechanoids across the entire planet.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Four Mechhive birthers are around the Cerebrex Core. Each birther regularly produces mechs that gather around the Cerebrex Core and eventually attack the player.&lt;br /&gt;
&lt;br /&gt;
Mechs are produced every 6 to 14 hours. The higher the Raid Points, the faster the mechs are produced. Chart below. The first number is player raid points and the second is ticks between mechs spawning. So at 10,000 raid points, there are 15,000 ticks between mechs spawning which is 6 Rimworld hours. Weighted average is taken at values in between the defined points. See [[time]] for information on Rimworld time and game ticks.&lt;br /&gt;
&lt;br /&gt;
CurvePoint(100f, 35000f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(1000f, 30000f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(5000f, 20000f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(10000f, 15000f),&lt;br /&gt;
&lt;br /&gt;
The periodic Cerebrex Core attack waves range in potential size from 800 Raid Points of Mechs to 5000 Raid Points. The chart below shows the amount of points for each Mech Birther. So at 10,000 Raid Points, each Mech Birther produces a maximum of 1250 raid points worth of mechs, and there are 4 birthers.&lt;br /&gt;
&lt;br /&gt;
CurvePoint(100f, 200f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(1000f, 250f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(5000f, 750f),&lt;br /&gt;
&lt;br /&gt;
CurvePoint(10000f, 1250f),&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cerebrex_core&amp;diff=168752</id>
		<title>Cerebrex core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cerebrex_core&amp;diff=168752"/>
		<updated>2025-09-03T18:26:40Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: Getting Page started&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Cerebrex Core&lt;br /&gt;
| description = The thinking mind of the mechanoid swarm. The cerebrex core commands mechanoids across the entire planet.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| selectable = true&lt;br /&gt;
| destroyable = false&lt;br /&gt;
| uses hit points = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| passibility = impassable&lt;br /&gt;
| cover = .75&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| size = 7 x 7&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| repairable = false&lt;br /&gt;
| is targetable = false&lt;br /&gt;
| is inert = true&lt;br /&gt;
| claimable = false&lt;br /&gt;
| expand home area = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = CerebrexCore&lt;br /&gt;
| label = cerebrex core&lt;br /&gt;
}}&lt;br /&gt;
The thinking mind of the mechanoid swarm. The cerebrex core commands mechanoids across the entire planet.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cerebrex_node&amp;diff=168751</id>
		<title>Cerebrex node</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cerebrex_node&amp;diff=168751"/>
		<updated>2025-09-03T18:06:04Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Summary */ No max range, line of sight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = Cerebrex node&lt;br /&gt;
| image = Cerebrex node.png&lt;br /&gt;
| description = An interlink node scavenged technology from the cerebrex core of a mechhive. It can be used to summon mechanoids or mechanoid transport pods from the planet-wide mechanoid satellite network.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| smeltable = False&lt;br /&gt;
| market value = 5000&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| defaultOutfitTags = &lt;br /&gt;
| destroyable = False&lt;br /&gt;
| defName = Apparel_CerebrexNode&lt;br /&gt;
| page verified for version = 1.6.4518&lt;br /&gt;
}}&lt;br /&gt;
The '''cerebrex node''' is a [[utility]] item added by the [[Odyssey DLC]] that acquired by choosing &amp;quot;scavenge technology&amp;quot; during [[Endings#The Mechhive|Odyssey ending]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
One cerebrex node drop next to the [[cerebrex core]] after inspect it and choosing &amp;quot;scavenge technology&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When worn, it gives a [[mechanitor]]{{BiotechIcon}} wearing it {{+|15}} [[Mech Bandwidth]] and {{+|12%}} [[Mech Work Speed Offset]]. It has no [[quality]].&lt;br /&gt;
&lt;br /&gt;
Once the wearer is [[draft]]ed, three abilities are available, all with {{Ticks|30}} warm up time.&lt;br /&gt;
* '''Call drop pods''' can spawn 2 to 3 mechanoid [[drop pod]]s, each can hold up to 150 kg and can be launched up to 66 tiles, on a {{Ticks|180000}} cooldown. The Drop Pods can land anywhere within line of sight of the caster. There is no maximum range.&lt;br /&gt;
* '''Call mechanoids''' can spawn 750 to 1250 [[raid points]] of hostile mechanoids, on a {{Ticks|7500}} cooldown. Call mechanoids can fire anywhere within line of sight of the caster. There is no maximum range.&lt;br /&gt;
* '''Deactivate mechanoid''' can permanently disable a hostile mechanoid within 29.9 tiles, on a {{Ticks|7500}} cooldown.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;64px&amp;quot; heights=&amp;quot;64px&amp;quot;&amp;gt;&lt;br /&gt;
CallDropPods.png|Call drop pods&lt;br /&gt;
CallMechanoids.png|Call mechanoids&lt;br /&gt;
DeactivateMechanoid.png|Deactivate mechanoid&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cerebrex node is undestroyable, including by [[collapsed rocks]]. However the cerebrex node can be lost if it is on a pawn or in a container and the containing thing is destroyed, by thrown out of the map, or [[caravan]] wipe.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=incomplete}}&lt;br /&gt;
The Cerebrex node is effectively a better [[Bandwidth pack]],{{BiotechIcon}} it is best used on a [[Mechanitor]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category: Utility]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=168750</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=168750"/>
		<updated>2025-09-03T18:03:25Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Entering the Mechhive */ Updated raid size info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&lt;br /&gt;
* Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists. Only one loaded casket is required to launch the ship.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Archon|Archon]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
* Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
* House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
* The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* High Stellarch dies.&lt;br /&gt;
* High Stellarch mood is too low for too long.&lt;br /&gt;
* The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[word of joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, word of joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. &lt;br /&gt;
** The factions owning the three map pieces will always be the [[Outlanders#Civil outlander union|civil outlander union]], the [[Outlanders#Rough outlander union|rough outlander union]], and the [[Tribes#Fierce tribe|fierce tribe]] faction, in that order.&lt;br /&gt;
** Should the faction normally owning the map piece is unavailable to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
** The [[Outlanders#Rough pig union|rough pig union]]{{BiotechIcon}} and the [[Tribes#Fierce neanderthal tribe|fierce neanderthal tribe]]{{BiotechIcon}} will never have the map piece, even when their [[baseliner]] counterparts are not enabled.&lt;br /&gt;
&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The [[Production specialist]] role is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With the right combination of [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, severely limit the number selected. &lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Other major threats cannot occur during the Anomaly endgame event. There will not be standard raids, infestation nor other major threats, nor threats sent by quests and even the ship launch will not occur.&lt;br /&gt;
&lt;br /&gt;
After activating the monolith the precursor to [[Unnatural darkness]] will occur. The map will be devoid of sunlight perpetually. The map will not become overwhelmingly dark and there will not threats hidden in dark areas of the map. Colonists will not take damage when they wander into unlit areas.&lt;br /&gt;
&lt;br /&gt;
Two [[Void structure]]s will land on the map and [[Metalhorror]]s will appear with them. &lt;br /&gt;
&lt;br /&gt;
A [[Fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[Noctol]]s and [[Gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[Void structure]]s is required to progress to the next stage. After activating either Void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of Shamblers, Gorehulks, or Devourers.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second Void structure, there will be a 2 day delay until the beginning of the second stage. Notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular Noctol and Gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[Void structure]]s will appear on the map and be accompanied by [[Metalhorror]]s.&lt;br /&gt;
&lt;br /&gt;
The sky will dim into full [[Unnatural darkness]]. Any colonist in a dark area will be damaged by mysterious entities. &lt;br /&gt;
&lt;br /&gt;
Activating any of the three Void structures will cause entity attacks from the map's edge. These entity attacks can consist of Shamblers, Gorehulks, Devourers, Sightstealers or Noctols. &lt;br /&gt;
&lt;br /&gt;
Once all 3 Void structures are activated the Monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, Metallhorrors will appear around the monolith, and the monolith will become a portal to Metalhell. Activating the Monolith one last time will send one colonist to Metalhell and allow the player to end the event.&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled.&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell return to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
== The Gravship ==&lt;br /&gt;
The Gravship quest appears once you have a [[grav engine]]. You will get its sub-quests overtime as the grav engine passively scans for nearby gravship technology.&lt;br /&gt;
&lt;br /&gt;
For the Mechhive sub-quest to appear, 7 other sub-quests is needed. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately. The 3rd and final mech drop raid is 50% larger than the previous two.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after Destroy the core.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* The colonist who deactivated the cerebrex core gains a {{+|14}} '''Destroyed Mechhive''' moodlet for 60 days.&lt;br /&gt;
* 50 Goodwill is gained with each faction. &lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids and mechanoid clusters{{RoyaltyIcon}} spawn in with disabled mechanoids and turrets.&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired.&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drop next to the cerebrex core, and the cerebrex core remains invulnerable.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again. When this happens, you have the option to create new wanderers to start the colony again after eight in-game hours have passed. At a certain point (about seven new groups), the game will stop offering this prompt.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Mechhive ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Endings&amp;diff=168749</id>
		<title>Endings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Endings&amp;diff=168749"/>
		<updated>2025-09-03T17:48:40Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Ending - Destroy the core */ Updated changes from patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason = Link to or otherwise subsume the quest entries for these. Inadequate detail}} &lt;br /&gt;
While RimWorld can be played for as long as you want, the game can come to an end in a few different ways. Counting all available [[DLC]], there are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
There are also two other ways to get a form of game over:&lt;br /&gt;
* [[#Colony End|Have all colonists dead or kidnapped]]&lt;br /&gt;
* [[#Planetkiller|The planetkiller]]. Note: this only appears after being enabled in the game's [[scenario]].&lt;br /&gt;
&lt;br /&gt;
Colonists left behind after a ship launch or the royal ascent quest can continue the colony where it left off. If all colonists are gone or killed, then a [[Events#Wanderer joins|wanderer]] event or refugee chased [[quest]] can restart the colony. Awakening the void will allow the game to continue with all current colonists, including those who took part in awakening the void. The archonexus and planetkiller will destroy the planet, ending the game permanently. With these two endings, you can restart from a previous save, even with permadeath mode.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
= Ship to the Stars =&lt;br /&gt;
Launch a ship to space, guided by an AI [[persona core]]. Both the &amp;quot;Ship to the Stars&amp;quot; [[quest]] (i.e. journey offer) and building your own [[ship]] give the same ending.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a functional [[ship]]. Either travel to the [[ship to the stars|journey offer]], or build your own ship.&lt;br /&gt;
* Activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by many [[raid]]s. The Ship Startup event will have 10 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Ship Launch raids during the event 10 and the maximum 20. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. The Ship Launch raids have a minimum of 500 [[Raid points]].&lt;br /&gt;
* Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists. Only one loaded casket is required to launch the ship.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of the ship reactor.&lt;br /&gt;
Failure simply means that you will have to do the process over again. The game won't end, so long as colonists are still alive. &lt;br /&gt;
&lt;br /&gt;
'''Journey Offer Failure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
These following factors will make the journey offer ship unavailable or invalid:&lt;br /&gt;
* Destruction of any vital ship part. If you can rebuild the ship part, then everything is fine.&lt;br /&gt;
* The Ship to the Stars quest does not generate. (There is a minimum distance - spawning near the center on a smaller 30% map can rarely cause spawn to be invalid. Being surrounded by impassible ocean/mountain may also cause generation to fail)&lt;br /&gt;
* Doing the archonexus chain of quests - this makes the journey offer invalid.&lt;br /&gt;
You can still build your own ship, possibly using the components of the old one.&lt;br /&gt;
&lt;br /&gt;
== Obtaining a ship ==&lt;br /&gt;
There are two ways to get a functional spaceship:&lt;br /&gt;
* The journey offer (the actual &amp;quot;Ship to the Stars&amp;quot; quest). &lt;br /&gt;
* Building your own ship.&lt;br /&gt;
&lt;br /&gt;
=== Traveling to the journey offer ===&lt;br /&gt;
[[File:Eventship.png|thumb|right|300px|Journey offer event ship.]]&lt;br /&gt;
You will receive the Ship to the Stars quest in roughly 20 days from colony start. The quest creates an event space within 200 to 800 tiles from your original settlement, usually as far away as possible. This means that a world generated with 30% [[World_generation#Create_world|map coverage]] will make traveling to the event tile a much less arduous task than a world with 100% coverage.&lt;br /&gt;
&lt;br /&gt;
You can reach the ship as soon as the quest spawns and you have the physical ability to make the trip. However, the ship itself is worth about {{icon small|silver}} 55000, which is in addition to the [[wealth]] from your defenses and colonists. Wealth directly contributes towards the size of the raiders via the [[raid points]] mechanic - tribals stuck with [[short bow]]s are ill advised to enter the ship's tile.&lt;br /&gt;
&lt;br /&gt;
There are multiple approaches to actually reaching the ship:&lt;br /&gt;
* '''Make the one-way trip.'''&lt;br /&gt;
This trip can take anywhere from a quadrum to 2 years, depending on the map and map coverage. Pack food. Or a way to ''buy'' food. In addition, colonists will automatically forage for food, so long as the biome supports it - see [[Foraged Food Amount]] for factors. A tribal colony with multiple colonists great at Plants could survive off foraging alone, but most realistic colonies will need to bring extra.&lt;br /&gt;
&lt;br /&gt;
Each baseline colonist requires 32 [[pemmican]] / [[berries]] or 2 [[packaged survival meal]]s per day. [[Events#Ambush|Ambushes]], [[mental break]]s, [[food poisoning]], and the [[time|season]] can all slow the caravan down, so bring more than what the game's estimated travel time states. In practice, you can also buy food with light and valuable goods like [[silver]], [[gold]], and [[drug]]s, so long as at least 1 friendly [[faction base]] is within your path. Alternatively, you can settle down for a short while to get more food - see the next subsection for details.&lt;br /&gt;
&lt;br /&gt;
Usual [[caravan]] tips apply. Bring [[bedroll]]s so that your colonists do not sleep on the ground (construct the bedroll, then uninstall it to bring as an item). Mental breaks slow the caravan down, but minor and major breaks are otherwise harmless. And due to the lowered [[expectations]] moodlets, colonists will be somewhat happy. [[Horse]]s or other ridable [[pack animal]]s like [[donkey]]s are highly recommended to speed up the trip, though they must be fed when unable to graze.&lt;br /&gt;
&lt;br /&gt;
* '''Be nomadic, creating multiple settlements.'''&lt;br /&gt;
Any passible tile not adjacent to a [[faction base]] can be settled, for as long or as little as you want. Whenever it's a pitstop to hunt animals and grow a batch of [[rice]], or a semi-permanent encampment, settling can be a viable means to travel to the destination. You could play the entire game this way if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''Relay to the location with [[transport pod]]s.'''&lt;br /&gt;
[[Pod launcher]]s and [[transport pod]]s take a total of {{icon small|steel}} 110 [[steel]], {{icon small|component}} 2 [[component]]s, and {{icon small|chemfuel}} 150 [[chemfuel]] to carry 150kg of weight to 66 tiles. As one drop won't be enough to make it to the ship, you will need to settle at the landing site and build another set of pods. Steel can be mined or deconstructed at the landing site, reducing the weight per pod to 9kg. &lt;br /&gt;
&lt;br /&gt;
Transport pods are faster than traveling, but require pods to be researched, and a lot of components. With many colonists, it can get very expensive to launch all the pods, even without considering the steel. You should have a great miner and good construction pawn, and ways to regulate [[mood]] between the relays. An alternative is to simply use 1 set of transport pods to make the trip faster, traveling the rest of the way by foot.&lt;br /&gt;
&lt;br /&gt;
* '''The [[farskip]] [[psycast]], with the [[Royalty DLC]].{{RoyaltyIcon}}'''&lt;br /&gt;
Farskip will send a non-burdened [[caravan]] of any size anywhere on the world, so long as another conscious colonist is already there. This is a very easy method to bringing everybody to the journey destination, so long as you have a level 5+ psycaster that actually has far skip.&lt;br /&gt;
&lt;br /&gt;
Send 1 pawn, preferably great at Plants, preferably with a [[horse]], alone to the ship. This pawn should ''not'' be the farskip user. When the pawn is (almost) there, send a caravan with the farskipper along with your rest of the colony, including food and supplies. You can leave a pawn at the colony if you feel the need to go back at any time.&lt;br /&gt;
&lt;br /&gt;
=== Building the ship ===&lt;br /&gt;
[[File:Ship minimum.png|thumb|right|300px|Minimum amount of resources to create a functional ship, with space for 1 colonist. 8x13 in size.]]&lt;br /&gt;
To build a [[ship]], you will need:&lt;br /&gt;
* The following projects [[research]]ed: Starflight Basics, Starflight Sensors, Vacuum Cryptosleep Casket, Starship Reactor, Johnson-Tanaka Drive, and Machine Persuasion. This will require 21,800 research points, not counting any prerequisites. For tribes, research is doubled.&lt;br /&gt;
* A total of 3 [[ship engine]]s, a [[ship computer core]], a [[ship reactor]], a [[sensor cluster]], and as many [[ship cryptosleep casket]]s as desired (at least 1). A [[ship structural beam]] is required for ship caskets and ''only'' ship caskets - each beam can support 8 caskets. Ship parts cannot be built over a [[roof]], though they can be roofed over afterwards.&lt;br /&gt;
* The minimum possible resources for a ship are {{icon Small|steel||1740}} [[steel]], {{icon Small|plasteel||740}} [[plasteel]], {{icon Small|uranium||294}} [[uranium]], {{icon Small|advanced component||42}} [[advanced component]], {{icon Small|component||12}} [[component]], {{icon Small|gold||74}} [[gold]], and {{icon small|persona core||1}} [[persona core]].&lt;br /&gt;
&lt;br /&gt;
To get the resources for the ship, most players will use either a [[deep drill]] + [[ground-penetrating scanner]] or a [[long-range mineral scanner]]. You can also get supplies from [[trader]]s, though each trader only has so much material. Generally, the most difficult material to get are the advanced components - you'll want multiple crafters and multiple [[fabrication bench]]es to manufacture them.&lt;br /&gt;
&lt;br /&gt;
The [[persona core]] is also a troublesome item. The most consistent way to get one is to ask any faction with 40+ goodwill on the [[comms console]], for the cost of 1500 silver. This spawns an item stash quest, which will be guarded by a few raiders. You can also get one through regularly generated quests.&lt;br /&gt;
&lt;br /&gt;
Notably, the [[ship reactor]] can be activated as soon as it is built. As gathering the supplies and actually constructing the other ship parts increases your [[wealth]], it is technically optimal to start the reactor without the other ship parts. This also makes it easier to build 3-4 layers of walls around it, practically making it a non-target outside of [[breacher]]s or [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Forming a second colony'''&lt;br /&gt;
It is possible to form a second (third, fourth...) colony solely for the purpose of the ship. To have access to multiple colonies, change the maximum colony setting (in Options/Gameplay). [[Transport pod]]s from your main colony will provide necessary supplies. The ultimate goal is to minimize [[wealth]], decreasing the size of raids. This also increases the relative strength of certain defenses, like [[trap]]s, [[turret]]s, and the immediate military aid from a [[comms console]]. &lt;br /&gt;
&lt;br /&gt;
: '''N.B.''' There is a minimum of 500 [[raid points]] for any raid caused by the ship launch, no matter how much wealth you have. ''Before accounting for colonist count or other factors'', you can have up to {{icon small|silver}} 94,000 &amp;quot;[[Raid points#Wealth points|storyteller wealth]]&amp;quot; in [[difficulty|Strive to Survive]] difficulty (100% threat scale) before raids start to become bigger. At the maximum of 500% threat scale, you have a leeway of roughly {{icon small|silver}} 30,000 wealth. Values will become smaller for each colonist you have. Storyteller wealth is similar to colony wealth, but buildings only count as half.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should send 1-2 pawns with good Plants, Construction, and Medical into a temperate/warm [[biome]], so they can be self-sustaining. A mountain tile can be good for its natural defense - while the ship cannot be built under overhead mountain, you can use the mountainous terrain as protection. Build the reactor (and possibly the rest of the ship), surround it in multiple layers of walls, and prepare for the ship launch.&lt;br /&gt;
&lt;br /&gt;
The downside is pretty simple: work. Setting up a colony and sending all those transport pods is a lot of extra time, both for the player and colonists. You won't have access to any pre-existing defenses in your colony, so you will have to rebuild accordingly. Plus, you will lose mood bonuses from impressive Dining / Recreation / Bedrooms, unless you bring some sculptures in. Ultimately, you should not have to feel ''forced'' to establish a second colony - it's disabled by default, after all.&lt;br /&gt;
&lt;br /&gt;
== Ship launch ==&lt;br /&gt;
The '''ship launch''' is the 15-day activation period of the [[ship reactor]]. You will be hit with constant human and mechanoid [[raid]]s, 10-20 in total plus threats that may be normally fired via the storyteller. If the ship is complete and remains intact, then your colonists can board the ship and leave the rimworld.&lt;br /&gt;
&lt;br /&gt;
The ship launch event is broken into 10 cycles of 1.5 days each. Each 1.5 day cycle sends one or two raids with a 50% chance for each option. The ship launch raids now have 500 Raid Points minimum, which is roughly equivalent to 8 human enemies. Some Storyteller fired threats will still fire during the ship launch.&lt;br /&gt;
&lt;br /&gt;
=== Launch preparations ===&lt;br /&gt;
* '''(Journey Offer) Make accommodations for your colonists.'''&lt;br /&gt;
Like with any colony, a great dining and recreation room goes a long way towards improving colonist mood. You can also take the time to make [[sculpture]]s, grow food / drugs, and gather other supplies you'll need. Relax - you can take as long as you'd like to start the ship. &lt;br /&gt;
&lt;br /&gt;
If needed, then [[weapon]]s and [[armor]] can be created on site. Extra [[ship cryptosleep casket]]s and one [[ship engine]] can be deconstructed to make some [[charge rifle]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Protect the ship.'''&lt;br /&gt;
That much is clear. Surrounding the ship with multiple layers of [[wall]]s will keep it safe from most enemies. Raiders (other than [[breacher]]s and [[sapper]]s) will never target a wall if there is a combatant target (colonist, powered turret) they can access without a breaking a wall/door. Walling off the ship is harder with the journey offer ship, though 1-2 layers of walls are still recommended.&lt;br /&gt;
&lt;br /&gt;
If you've built the ship on an established colony, then you should already have [[defense structures|general defenses]] against raiders. If not, then build some. Make [[killbox]]es if so desired.&lt;br /&gt;
&lt;br /&gt;
* '''(Optional) Take the devil's bargain.'''&lt;br /&gt;
[[Luciferium]] improves a colonist's overall performance, at the cost of permanent addiction. However, addiction - on a gameplay level - does not matter once you've entered space. 3 doses of luciferium are required per colonist to last the ship launch, if the ship is actually complete (i.e. ''don't do this with just a ship reactor'').&lt;br /&gt;
&lt;br /&gt;
=== Ship defense ===&lt;br /&gt;
Raids can happen as soon as you press the &amp;quot;Activate Reactor&amp;quot; button. The startup sound doesn't even have to complete for enemies to appear.&lt;br /&gt;
&lt;br /&gt;
There isn't anything different about ship launch raids in particular. The ship is not some sort of special target - if you've surrounded it with walls, then it will be safe from ordinary raids. The raids will be just as large as a regular raid, with access to all of the same strategies and arrival methods. &lt;br /&gt;
&lt;br /&gt;
At any point, a colony should be prepared to fight [[breacher]]s, [[sapper]]s, [[siege]]s, and [[drop pod]]s landing directly into the base, as well as standard frontal attacks. [[Manhunter]] packs and [[infestation]]s will not happen because of the ship launch, though the [[storyteller]] can still cause these events to happen. In [[Biotech]], wealthier colonies should prepare for fighting all 3 [[mechanoid commander]]s.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Note that all those raider [[corpse]]s and [[weapon]]s will contribute towards raid points, making each successive raid of the ship launch that much larger. [[Fire]] is your best means of disposal, though an [[electric crematorium]] works when it's raining. &lt;br /&gt;
&lt;br /&gt;
In addition to actually fighting the raids, you'll have to contend with a potentially much larger issue...&lt;br /&gt;
&lt;br /&gt;
=== Mood management ===&lt;br /&gt;
Staying awake all night shooting at raiders isn't a particularly fun experience, at least for those without [[bloodlust]]. A drop pod raid ruining your recreation room will make everybody suffer. Even minor [[mental break]]s can be devastating - having a colonist wander out of [[cover]] mid-fight is very dangerous. Therefore, avoiding mental breaks should be your #1 priority. Things can quickly spiral out of control if colonists die while your base is already in shambles.&lt;br /&gt;
&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task.&lt;br /&gt;
* Use [[fine meal]]s or [[lavish meal]]s. Lavish meals give {{+|12}} mood, and you can cook them before you start the reactor. Alternatively, you can have your colonists default to fine meals, and order them to eat a lavish meal once mood gets too low. Meals can be eaten regardless of how full a colonist is.&lt;br /&gt;
* Use [[drug]]s. Like with luciferium, drug addiction does not matter (on a gameplay level) once your colonists have left the planet, ''so long as you have some drug left''. Note that [[hard drugs]] still have a risk of [[overdose]]. All drug moodlets stack completely, even for similar drugs like [[yayo]] and [[flake]]. You can set a [[Assign|drug policy]] for colonists to carry drugs, to be taken as needed. &lt;br /&gt;
** [[Beer]] gives a {{+|10}} moodlet for only -2% Manipulation, if you drink only 1 or 2 a day. [[Psychite tea]] gives a {{+|12}} moodlet and [[ambrosia]], {{+|5}}, for no downsides so long as withdrawal is avoided.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
** [[Yayo]] gives {{+|35}} mood. Use if you need to stop mental breaks, now. Flake gives another {{+|35}} moodlet, but comes with a higher overdose chance. Use flake if yayo alone isn't enough.&lt;br /&gt;
&lt;br /&gt;
== Ending - Leaving the planet ==&lt;br /&gt;
{{Quote|You've launched the ship! Your AI will now try to guide the ship to a safe place. It might find a prosperous planet for you in this system, Or, it may undertake a centuries-long journey to another star. It might even decide to hide under ice on an asteroid for a few thousand years, waiting for someone to build a new glitterworld here. '''You'll find out when you wake up.'''|Endgame text for Ship Launch on new ship or from Journey Offer}}&lt;br /&gt;
&lt;br /&gt;
After the ship is complete, and the reactor activated, you can set your colonists off to space. Each colonist or animal requires their own ship cryptosleep casket.  Once you confirm the launch, you hear the roar of rocket engines as the screen fades to white. The credits roll as the ending theme song plays. The credits will list colonists who died to commemorate them.&lt;br /&gt;
&lt;br /&gt;
= Royal Ascent =&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Host the High Stellarch, and leave the rimworld on a [[shuttle]].&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Have a colonist of [[Titles#Archon|Archon]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
* Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
* House the High Stellarch for 12 days, which is a controllable guest. Like the ship launch, you will be assaulted by a massive quantity of raiders. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
* You will also receive 4 cataphract-level soldiers ([[Empire#Stellic warden|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. They are always nobles of [[Knight]] or [[Dame]] rank, so they will come with [[psycast]]s and be [[conceited]].&lt;br /&gt;
* The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* High Stellarch dies.&lt;br /&gt;
* High Stellarch mood is too low for too long.&lt;br /&gt;
* The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order to successfully complete the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
== Housing the stellarch ==&lt;br /&gt;
The stellarch will come with the clothes necessary for his stature. You'll have to provide for the rest of a [[Titles#Conceited pawns|conceited noble]]'s needs. &lt;br /&gt;
&lt;br /&gt;
The noble requirements for stellarch are exactly equal to that of the count rank. In specific:&lt;br /&gt;
&lt;br /&gt;
=== Throne &amp;amp; Bed ===&lt;br /&gt;
'''Throne'''&lt;br /&gt;
* Area 80, Impressiveness 160&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Grand meditation throne]]&lt;br /&gt;
* 1x [[Piano]], 6x [[column]], 2x [[brazier]], 2x [[drape]]&lt;br /&gt;
A throne room can be shared by multiple nobles. This means that you can use the same room as your count. However, each noble requires their own throne.&lt;br /&gt;
&lt;br /&gt;
'''Bed'''&lt;br /&gt;
* Area 30, Impressiveness 80&lt;br /&gt;
* All [[fine floor]]ed&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* 1x [[Drape]], 1x [[end table]], 1x [[dresser]]&lt;br /&gt;
Couples can share a royal bed, but your count and the stellarch will need separate rooms.&lt;br /&gt;
&lt;br /&gt;
The impressiveness can easily be met by meeting the space/fine floor requirements, and using a few [[sculpture]]s. The rest of the requirements don't need much explanation. For a comparison of the fine floors available to you, see [[Fine floor#Analysis]]. Ideally, you'll want the stellarch's rooms to be somewhat defensible, in case of drop pod raids. At the very least, have some avenue for escape.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[Lavish meal]]s should be your go-to food for the stellarch, due to the +12 mood boost. Humans require 2 meals a day, so that's 24 lavish meals if none of your other colonists are eating them. You may want to set colonists (and the guards) to not eat lavish as a result. [[Chocolate]] is the other food that can be farmed and ingested safely.&lt;br /&gt;
&lt;br /&gt;
[[Insect jelly]], [[milk]], and [[berries]] can be used in a pinch, but all come at the risk of [[food poisoning]]. [[Beer]] can only be ingested so much until you black out. [[Ambrosia]] cannot be farmed consistently. If required, [[fine meal]]s will provide a net {{--|3}} moodlet when ingested.&lt;br /&gt;
&lt;br /&gt;
== Surviving the onslaught ==&lt;br /&gt;
The onslaught of raids will consist of 8 cycles of 1.5 days each. During each cycle, you may be attacked by either 1 or 2 raids, randomly. That makes the minimum possible number of Royal Ascent raids during the event 8 and the maximum 16. This is completely independent from, and in addition to, your storyteller, who will send their own raids on their normal schedule. Royal Ascent raids have a minimum of 500 Raid points.&lt;br /&gt;
* '''Raids are still the same.'''&lt;br /&gt;
For raiders, the stellarch isn't targeted any differently than a regular colonist. Against most raid types, keeping them inside a bedroom should be enough for the purposes of safety. Be prepared for any type of raid possible. Most likely, it will be drop pods that are the greatest threat to the noble's life.&lt;br /&gt;
* '''Use what you have.'''&lt;br /&gt;
The stellarch is a level 6 psycaster. The stellic guards can be up to level 3 psycasters. Use these powers. Don't shy away from bringing the stellarch in combat - just keep them in the backlines. Even low level abilities like Stun and Vertigo Pulse can be very useful, let alone staples like Skip, Berserk, and Berserk Pulse. Unfortunately, your guests are unable to use [[permit]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
With the [[Biotech DLC]], it is likely that some or all of the stellic guards will be [[hussar]]s{{BiotechIcon}}. This xenotype has its perks, such as superfast wound healing, reduced pain, and [[go-juice]] resistance, but they are psychically deaf, meaning no psychic powers are usable without [[xenogerm]] replacement. They also come with a dependence to go-juice, so remember to get some.&lt;br /&gt;
* '''Don't anger the empire.'''&lt;br /&gt;
[[Friendly fire]] can occasionally lower [[goodwill]] with the empire. A poorly aimed Berserk Pulse or Neuroquake can make the empire hostile. Ideally, you should use [[caravan]]s or [[drop pod]]s to send gifts until you reach +100 goodwill, and then prepare extra pods filled with goodies just in case.&lt;br /&gt;
=== Mood (Stellarch &amp;amp; Colonist) ===&lt;br /&gt;
In practice, the mood of the stellarch shouldn't be too much of an issue - so long as your base is intact. [[Lavish meal]]s, a suitable throneroom and bedroom, extremely impressive dining/recreation rooms, and a constant recreation/sleep schedule means that a well-off colony shouldn't even have to worry about minor mental breaks. However, things are bound to go wrong with so many raids. A few splatters of blood can make a bedroom unsuitable for a noble. Ideally, you should be avoiding any mental breaks - the minor break threshold is 35% for a regular pawn, which is greater than the 25% requirement for the quest.&lt;br /&gt;
&lt;br /&gt;
Because keeping mood is important for everybody, both general purpose and (practically) stellarch only methods of increasing mood are included.&lt;br /&gt;
&lt;br /&gt;
'''Ways that don't hinder combat:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''Mostly transposed from the Ship Launch section''&lt;br /&gt;
* Clean stuff up. Dirt and blood will quickly lower the Impressiveness of any room they are in.&lt;br /&gt;
* Set up a ''polyphasic'' [[schedule]]. This means alternating between Recreation and Sleep, and ''only'' Recreation and Sleep (ex. repeat 3 hours sleep, 5 hours recreation, three times). Colonists will still be able to work once both needs are satisfied, or if you prioritize the work task. The stellarch can't work at all, so there's no reason not to have constant recreation or meditation.&lt;br /&gt;
* Have [[lavish meal]]s for everybody. For colonists and guards, [[fine meal]]s will stack with lavish meals. Meals can be eaten regardless of how full a colonist is. You may want to assign colonists and guards to fine meals by default, and manually order them to eat lavish once a day.&lt;br /&gt;
* Use [[drug]]s. Nobles can get addicted, and you won't get penalized.&lt;br /&gt;
** [[Beer]], [[psychite tea]], and [[ambrosia]] (if you have it) all give positive moodlets at 0 risk of death.&lt;br /&gt;
** Use [[wake-up]] if you need stuff done *immediately*, such as repairing the outer walls of your colony. It also gives a {{+|5}} moodlet and restores Rest.&lt;br /&gt;
* Watch out for [[ideoligion]].{{IdeologyIcon}} The empire's ideoligion will be different than yours. Don't expect to butcher humans and not peeve off the stellarch. Unless you've edited the empire's ideoligion accordingly.&lt;br /&gt;
&lt;br /&gt;
'''Ways that hinder combat:'''&lt;br /&gt;
* All the drugs. Get blackout [[beer|drunk]]. [[Smokeleaf]] becomes a valid option. Yayo and Flake are &amp;quot;safe&amp;quot; - [[overdose]]s are technically a positive, since they render a pawn unconscious. Just beware of the tiny chance of death from a major overdose.&lt;br /&gt;
* [[Joywire]]s. Installing a joywire is not considered a harmful operation, and gives a permanent {{+|30}} moodlet. The consciousness penalty does make the target easier to kill, however.&lt;br /&gt;
** However, [[word of joy]] ''is'' considered harmful, despite being the exact same effect. It gives a {{--|25}} [[goodwill]] penalty with the empire, increased to {{--|30}} if it is towards natural goodwill. But because it lasts for 7 days, word of joy can still be viable to use.&lt;br /&gt;
&lt;br /&gt;
Even in the base game, there's always a chance that the stellarch is a [[teetotaler]], so plan ahead. And with the [[Ideology DLC]], the empire's [[ideoligion]]{{IdeologyIcon}} will often contain the Drugs: Medical Only or Drugs: Medical / Social [[precept]]. This precept can be removed at the start of the game, but otherwise cannot be circumvented. This precept also makes [[waster]] {{BiotechIcon}} and [[hussar]] {{BiotechIcon}} pawns unhappy taking the drugs they need to survive.&lt;br /&gt;
&lt;br /&gt;
== Ending - Joining the royal court ==&lt;br /&gt;
{{Quote|You've escaped on the Imperial shuttle! The high stellarch will now welcome you into the Imperial flotilla as an honored noble party. You might stay in the Imperial court and jockey for political power. Perhaps you'll avoid the drama and focus on enjoying ultratech luxuries. Or, you might even buy a ship and set a course for your long-lost home. '''The choice is up to you. '''|Endgame text after the shuttle containing the Stellarch departs with at least one colonist from the colony inside.}}&lt;br /&gt;
&lt;br /&gt;
Once the onslaught is over, a [[shuttle]] will come pick the stellarch and your colonists up. &lt;br /&gt;
&lt;br /&gt;
While the shuttle's actual loading screen can only fit 1000kg, you can load infinitely many colonists by selecting the colonist, right clicking the shuttle, and clicking &amp;quot;get in the shuttle&amp;quot;. The stellic guardians do not need to be loaded into the shuttle, even if they are still alive.&lt;br /&gt;
&lt;br /&gt;
= The Archonexus =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Awaken the [[archonexus core]], unleashing insurmountable power into the world.&lt;br /&gt;
&lt;br /&gt;
=== Briefing ===&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* The Archonexus quest appears once you have reached $150,000 [[wealth]]. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific [[faction]]. &lt;br /&gt;
** The factions owning the three map pieces will always be the [[Outlanders#Civil outlander union|civil outlander union]], the [[Outlanders#Rough outlander union|rough outlander union]], and the [[Tribes#Fierce tribe|fierce tribe]] faction, in that order.&lt;br /&gt;
** Should the faction normally owning the map piece is unavailable to ally, then &amp;quot;a group of wild people&amp;quot; will offer the quest for no extra requirement.&lt;br /&gt;
** The [[Outlanders#Rough pig union|rough pig union]]{{BiotechIcon}} and the [[Tribes#Fierce neanderthal tribe|fierce neanderthal tribe]]{{BiotechIcon}} will never have the map piece, even when their [[baseliner]] counterparts are not enabled.&lt;br /&gt;
&lt;br /&gt;
* Sell your colony for an archotech map piece. If you had multiple colonies, all of them will be sold. You will start a new colony anywhere on the map, and are able to create a new [[ideoligion]]. [[Research]] is reset to Crashlanded.&lt;br /&gt;
** Analysis of [[signal chip]]{{BiotechIcon}}, [[powerfocus chip]]{{BiotechIcon}}, and [[nano structuring chip]]s{{BiotechIcon}} is not undone by the [[research]] reset.&lt;br /&gt;
&lt;br /&gt;
* You will get all the items from your original [[scenario]], and can bring the following:&lt;br /&gt;
** '''5 colonists''', with all their [[apparel]], including any armor (but ''not'' their weapons or utility slot)&lt;br /&gt;
** '''5 animals'''. Does not include [[mechanoid]]s{{BiotechIcon}}&lt;br /&gt;
**'''1 relic'''. &lt;br /&gt;
**'''7 stacks of items'''.&lt;br /&gt;
* Get a total of 3 colonies to $350,000 wealth. Study the [[major archotech structure]] and then the [[grand archotech structure]]. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.&lt;br /&gt;
* Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the [[archonexus core]]. It is guarded by a small amount of [[mechanoid]]s, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* None, besides a colony wipe.&lt;br /&gt;
&lt;br /&gt;
Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a &amp;quot;New Game Plus&amp;quot; with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.&lt;br /&gt;
&lt;br /&gt;
== Gaining wealth/allies ==&lt;br /&gt;
Wealth can be gained by simply progressing through the game. Perform vast [[deep drill]] or [[long-range mineral scanner]] operations. Outfit all your colonists with [[bionic]]s and full sets of [[marine armor]] / [[cataphract armor]]{{RoyaltyIcon}}. Build a luxurious base, and wonderously impressive rooms. The [[mechanitor]]{{BiotechIcon}} is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better. &lt;br /&gt;
&lt;br /&gt;
The [[Production specialist]] role is valuable for increasing [[quality]] of items, which increases both wealth and functionality. A set of masterwork [[charge rifle]]s is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary [[sculpture]]s, [[armor]], [[royal bed]]s, and 350k should be hit in no time. &lt;br /&gt;
&lt;br /&gt;
If you still need to make some cash, check out the [[money making guide]]. Important note: colony wealth does not care about actual [[silver]], just [[Market Value]]. As you ''always'' sell at a market loss, selling your goods is actually counterproductive towards increasing wealth.&lt;br /&gt;
&lt;br /&gt;
=== Theoretical wealth transport ===&lt;br /&gt;
With the right combination of [[DLC]]s active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary [[gold]] [[plate armor]] and [[crown]]{{RoyaltyIcon}}, [[thrumbofur]] [[formal shirt]]{{RoyaltyIcon}} and [[pants]], and [[hyperweave]] [[face mask]]{{BiotechIcon}} are worth {{icon small|silver}} 37,890. A {{hover title| Archotech eye/arm/leg, bionic heart/ear/spine/tongue, detox lung/kidney, gastro-analyzer, venom fangs, royalty stomach, all brain implants minus joywire, all torso implants inc. death acidifier|full set of bionics}} are worth {{icon small|silver}} 40,607, along with a base of {{icon small|silver}} 1,750 for humans. Note that [[psylink]]s{{RoyaltyIcon}} and [[mechanitor]] implants{{BiotechIcon}} do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.&lt;br /&gt;
&lt;br /&gt;
However, you'll need to study the [[major archotech structure]] / [[grand archotech structure]] to completion, ally any requisite factions, and deal with the [[raid]]s boosted by the incredible wealth.&lt;br /&gt;
&lt;br /&gt;
=== Allies ===&lt;br /&gt;
You can easily ally any faction within 66 tiles by loading a [[transport pod]] full with valuable goodies like [[flake]]. For a colony with deep drills, a [[ground-penetrating scanner]], and a [[fabrication bench]], the cost of each pod is trivial. By the time you reach the wealth threshold, you should have enough stuff to spare. &lt;br /&gt;
&lt;br /&gt;
If there isn't a [[faction base]] within pod range, then things get a bit harder. You'll have to make a caravan and send stuff this way - flake is great due to how light it is. A transport pod or [[shuttle]]{{RoyaltyIcon}} can launch the first leg of the trip, then a [[horse]] can run the rest.&lt;br /&gt;
&lt;br /&gt;
== Founding a new colony ==&lt;br /&gt;
You have the freedom to pick any location, and have the ability to reform or make an entirely new [[ideoligion]]. Otherwise...&lt;br /&gt;
&lt;br /&gt;
=== Things to bring ===&lt;br /&gt;
* '''5 Colonists'''&lt;br /&gt;
With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.&lt;br /&gt;
&lt;br /&gt;
It's best not to bring a [[luciferium]] addict to a new colony, or at least, severely limit the number selected. &lt;br /&gt;
&lt;br /&gt;
* '''5 Animals'''&lt;br /&gt;
Bring animals that you can feed. Grazers are preferred. Note that [[dryad]]s will vanish after about a quadrum of time.&lt;br /&gt;
&lt;br /&gt;
* '''1 Relic'''&lt;br /&gt;
If you have a [[charge rifle]], or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.&lt;br /&gt;
&lt;br /&gt;
* '''7 Items'''&lt;br /&gt;
If your [[scenario]] has food and medicine, then you shouldn't need to worry about those. Materials like [[steel]] and [[plasteel]] can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly [[component]]s and [[advanced component]]s. If you started with [[scenario system#Naked Brutality|Naked Brutality]], then you'll need to bring some essentials with you.&lt;br /&gt;
&lt;br /&gt;
See [[#List of items]] for how much you can bring at a time.&lt;br /&gt;
&lt;br /&gt;
=== Studying the archotech structures ===&lt;br /&gt;
Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.&lt;br /&gt;
&lt;br /&gt;
Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.&lt;br /&gt;
&lt;br /&gt;
=== List of items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Max Allowed || Value of Max&lt;br /&gt;
|-&lt;br /&gt;
| [[Beer]]            || 50 || {{#expr: {{Q|Beer|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambrosia]]        || 20 || {{#expr: {{Q|Ambrosia|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Luciferium]]      || 50 || {{#expr: {{Q|Luciferium|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flake]] || 25 || {{#expr: {{Q|Flake|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Go-juice]] || 25 || {{#expr: {{Q|Go-juice|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wake-up]] || 25 || {{#expr: {{Q|Wake-up|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Yayo]]            || 200 || {{#expr: {{Q|Yayo|Market Value Base}} * 200}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Smokeleaf joint]] || 50 || {{#expr: {{Q|Smokeleaf joint|Market Value Base}} * 50}}&lt;br /&gt;
|-&lt;br /&gt;
| Installable [[body parts]]&amp;lt;br&amp;gt;(organic or artificial) || 1 || {{Q|Archotech arm|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Any [[archotech]] prosthetic&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Most [[raw food]]&amp;lt;br&amp;gt;[[Pemmican]]&amp;lt;br&amp;gt;[[Kibble]] || 200 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Meal]]s&amp;lt;br&amp;gt;Inc. [[Packaged survival meal]]s || 40 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Chocolate]]       || 80 || {{#expr: {{Q|Chocolate|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]]            || 80 || {{#expr: {{Q|Milk|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Insect jelly]]    || 150 ||  {{#expr: {{Q|Insect jelly|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]s (any)          || 10 || {{#expr: {{Q|Chicken_egg_(fert.)|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbal medicine]] || 20 || {{#expr: {{Q|Herbal medicine|Market Value Base}} * 20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicine]]        || 10 || {{#expr: {{Q|Medicine|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Glitterworld medicine]] || 5 || {{#expr: {{Q|Glitterworld medicine|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]] || 10 ||  {{#expr: {{Q|Component|Market Value Base}} * 10}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Advanced component]] || 5 || {{#expr: {{Q|Advanced component|Market Value Base}} * 5}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemfuel]] || 100 || {{#expr: {{Q|Chemfuel|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Neutroamine]] || 25 || {{#expr: {{Q|Neutroamine|Market Value Base}} * 25}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hay]]      || 400 || {{#expr: {{Q|Hay|Market Value Base}} * 400}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]   || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]     || 100 || {{#expr: {{Q|Gold|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]    || 80 || {{#expr: {{Q|Steel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]] || 80 || {{#expr: {{Q|Plasteel|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]     || 150 || {{#expr: {{Q|Wood|Market Value Base}} * 150}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]     || 80 || {{#expr: {{Q|Uranium|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]        || 80 || {{#expr: {{Q|Jade|Market Value Base}} * 80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone blocks]] (any)       || 100 || {{#expr: {{Q|Granite blocks|Market Value Base}} * 100}}&lt;br /&gt;
|-&lt;br /&gt;
| All [[textile]]s&amp;lt;br&amp;gt;(Inc. [[thrumbofur]] and [[hyperweave]])       || 80 || {{#expr: {{Q|Thrumbofur|Market Value Base}} * 80}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Thrumbofur]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[weapons]] || 1 || 18,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Warhammer]] {{RoyaltyIcon}}&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;13,060&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[Quality|Leg.]] [[Gold]]en [[Longsword]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| All [[utility]] items  || 1 || {{Q|Orbital bombardment targeter|Market Value Base}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Various&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Inert [[relic]]s       || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Mini-turret]]&amp;lt;br&amp;gt;[[Mortar]]     || 0 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ending - The Archonexus Core ==&lt;br /&gt;
{{Quote|You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...&amp;lt;br&amp;gt;&lt;br /&gt;
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. '''Time and scale begin to dissolve. It's terrifying. It's beautiful...'''|Endgame text after invoking the Archonexus core.}}&lt;br /&gt;
&lt;br /&gt;
Once activated, the game ends ''permanently''. Unlike with the other 2 endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.&lt;br /&gt;
&lt;br /&gt;
= The Void =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
The void quest is only available if you have '''not''' selected the &amp;quot;Ambient horror&amp;quot; mode of Anomaly in your storyteller settings.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Monolith}}&lt;br /&gt;
&lt;br /&gt;
Your map begins with a [[monolith]] structure which is initially dormant. A colonist approaching the monolith will cause an ominous letter notification. If you have moved to another map or added the Anomaly DLC after starting the game, a &amp;quot;Strange Signal&amp;quot; quest will appear which optionally spawns a monolith on your map.&lt;br /&gt;
&lt;br /&gt;
Having a colonist attune to the monolith begins the Anomaly quest in full. You will gain an [[entity]] codex, and the Anomaly [[research]] tree will unlock.&lt;br /&gt;
&lt;br /&gt;
If you chose the [[Scenario_system#The_Anomaly|Anomaly starting scenario]], the monolith will be dormant for several days after landing, but then twist and become active ''automatically'' without approaching it.&lt;br /&gt;
&lt;br /&gt;
== The Codex ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Entity}}&lt;br /&gt;
&lt;br /&gt;
In order to advance, you must encounter and defeat entities in the codex. Encountering entities also reveals hidden research options in the tech tree. Entities can optionally be captured for research progress using [[containment]], but the monolith itself can also be studied for research points. The [[Work|Work tab]] calls this job &amp;quot;Dark Study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After researching the [[Void provocation]] ritual, you can optionally summon an entity event on your schedule rather than waiting for the storyteller to do it. The ritual prioritizes sending entities you have not encountered.&lt;br /&gt;
&lt;br /&gt;
Once you have encountered '''7 basic entities''' (out of 8), you become able to attune the monolith again. Attuning begins the advanced phase. More dangerous entities can appear from now on.&lt;br /&gt;
&lt;br /&gt;
After you have encountered '''12 advanced entities''' (out of 17), the monolith becomes attunable again. Attuning this last time will awaken the monolith and begin the Anomaly quest endgame.&lt;br /&gt;
&lt;br /&gt;
== Monolith endgame ==&lt;br /&gt;
&lt;br /&gt;
Before attuning you should stockpile food, weapons, and medicine for a week-long colony siege, at minimum. Unnatural darkness will descend on your colony during part of the event, so outdoor farming and hunting will not be easy.&lt;br /&gt;
&lt;br /&gt;
You will have a few days of prep time before the monolith finishes twisting. When the event begins, two [[void structure]]s and multiple [[entity]] patrols appear around your map. Similar to the [[noctolith]]/[[noctol]] events, you will need to foray out of your base and approach each structure. This time, the void structures must be activated rather than destroyed with weapons. Activating a structure is a research-type task that requires a few seconds of work by one colonist. Activating a structure will ''also'' cause an immediate revenge '''entity attack''', such as from [[chimera]]s, [[sightstealer]]s, [[gorehulk]]s, or [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
After activating both structures, you will be given a two-day break while the monolith twists again. At the conclusion of the break, unnatural darkness will descend on your colony and '''three more void structures''' will appear that need to be activated, this time while also dealing with the darkness.&lt;br /&gt;
&lt;br /&gt;
You technically have unlimited time during this event (if you can survive indoors), so retreat back to your base after destroying each structure to fight off enemies, heal, and regroup as needed. Use tools like [[flood light]]s, [[Disruptor flare pack]]s, and the [[solar pinhole]] [[psycast]]{{RoyaltyIcon}} to traverse the darkness easier and weaken any light-sensitive entities.&lt;br /&gt;
&lt;br /&gt;
After you activate the last structure (for a total of 5), the monolith will become a portal to the [[metal hell]] that multiple colonists can enter, but only '''one''' can interact with the Void Node. '''The specific colonist you select is important, see below.'''&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
===Stage 1===&lt;br /&gt;
Other major threats cannot occur during the Anomaly endgame event. There will not be standard raids, infestation nor other major threats, nor threats sent by quests and even the ship launch will not occur.&lt;br /&gt;
&lt;br /&gt;
After activating the monolith the precursor to [[Unnatural darkness]] will occur. The map will be devoid of sunlight perpetually. The map will not become overwhelmingly dark and there will not threats hidden in dark areas of the map. Colonists will not take damage when they wander into unlit areas.&lt;br /&gt;
&lt;br /&gt;
Two [[Void structure]]s will land on the map and [[Metalhorror]]s will appear with them. &lt;br /&gt;
&lt;br /&gt;
A [[Fleshbeast attack]] event will occur.&lt;br /&gt;
&lt;br /&gt;
Wandering singular [[Noctol]]s and [[Gorehulk]]s will appear from the map's edge in very low numbers. If these wandering entities are killed another will wander in from the map's edge. The map will constantly have low numbers of singular wandering entities.&lt;br /&gt;
&lt;br /&gt;
Activating the two [[Void structure]]s is required to progress to the next stage. After activating either Void structure, an attack of assorted entities will appear from the map's edge. The attacks may consist of Shamblers, Gorehulks, or Devourers.&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
After activating the second Void structure, there will be a 2 day delay until the beginning of the second stage. Notification of Dimming Sky will be given via a yellow letter. &lt;br /&gt;
&lt;br /&gt;
Singular Noctol and Gorehulk wanderers will still continuously patrol about the map and new entities will be spawned if any are killed.&lt;br /&gt;
&lt;br /&gt;
After the two day wait, three [[Void structure]]s will appear on the map and be accompanied by [[Metalhorror]]s.&lt;br /&gt;
&lt;br /&gt;
The sky will dim into full [[Unnatural darkness]]. Any colonist in a dark area will be damaged by mysterious entities. &lt;br /&gt;
&lt;br /&gt;
Activating any of the three Void structures will cause entity attacks from the map's edge. These entity attacks can consist of Shamblers, Gorehulks, Devourers, Sightstealers or Noctols. &lt;br /&gt;
&lt;br /&gt;
Once all 3 Void structures are activated the Monolith will begin to twist. After 4 hours, the &amp;quot;twisting&amp;quot; of the monolith will intensify, Metallhorrors will appear around the monolith, and the monolith will become a portal to Metalhell. Activating the Monolith one last time will send one colonist to Metalhell and allow the player to end the event.&lt;br /&gt;
&lt;br /&gt;
== Entering the Metal Hell ==&lt;br /&gt;
{{Quote|(name) has activated the monolith and been ripped from our spacetime into another place. (name) finds himself/herself in a room of jagged metallic spikes. Every surface is slick with dark fluid and the air vibrates with power. This metal hell is a connecting channel to an inhuman hyperintelligence.}}&lt;br /&gt;
&lt;br /&gt;
After activating the Void Monolith, the colonist will be teleported to the '''metal hell''', where the [[void node]] is located. ''Keep in mind that all other colonists are still subject to attacks on the outside map.''&lt;br /&gt;
&lt;br /&gt;
Move the colonist over to the center and interact the void node, you will be prompted with two options to conclude the quest.&lt;br /&gt;
&lt;br /&gt;
{{Quote|A writhing sphere of crackling psychic energy rises before (name). Its surface swells and twists, warping the space around it. (name) feels it inside his/her mind, deeper than any normal human sense. It defeats logic and sets him/her adrift in the void. He/She stands on the shoreline of an infinite black ocean of power, and it beckons him/her in. (name) shakes himself/herself back to reality. Nearby archotech devices support the sphere along fragile connections. '''(name) could disrupt them''', closing this link between worlds and putting an end to the terrifying phenomena that have plagued your home. Or, '''He/She could step into the sphere and merge with the void'''. It's unknown what lies beyond, or what dark powers could be gained from such an inhuman act.}}&lt;br /&gt;
&lt;br /&gt;
When an option is chosen, these immediately happens:&lt;br /&gt;
* The unnatural darkness on your map lifts&lt;br /&gt;
* All [[void structure]]s, void metal mass, void metal floors on your map are removed&lt;br /&gt;
* All living [[entities]] on your map outside containment are instantly killed via the destruction of their brain part&lt;br /&gt;
** This also instantly kills [[fleshmass nucleus]] and [[nociosphere]], dropping a large amount of materials&lt;br /&gt;
** Void monolith, [[harbinger tree]], [[death pall]], [[pit gate]], [[fleshmass heart]], [[blood rain]], [[obelisk]]s, inactive [[unnatural corpse]], [[golden cube]] are not affected&lt;br /&gt;
* The metal hell starts collapsing, leading to the chosen ending in few seconds&lt;br /&gt;
&lt;br /&gt;
There is no way to leave the metal hell without choosing an ending option.&lt;br /&gt;
&lt;br /&gt;
== Ending - Disrupt the link ==&lt;br /&gt;
{{Quote|The psychic flows destabilize and the archotech machinery begins to scream. The swirling void flickers. (name) feels it spilling beyond its limits and collapsing into itself, all at once. The metallic cavern begins to twist, reshaping like the chamber of a massive heart. Before (name) has a chance to scream, he/she blinks out of existence. '''(name) has rejected the void.''' His/Her story continues...|Endgame text after disrupt the link.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm disrupt the link, you hear the decompression explosion sounds as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All factions that you could ally will receive a one-time bonus {{+|50}} goodwill.&lt;br /&gt;
* The colonist that disrupted the link gains a {{+|14}} '''Closed the Void''' moodlet for 60 days.&lt;br /&gt;
* All other colonists gain a {{+|8}} '''Void Closed''' moodlet for 30 days.&lt;br /&gt;
* The void monolith is named &amp;quot;collapsed monolith&amp;quot; and becomes dormant, random Anomaly events return to the same level as before it was awoken.&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points.&lt;br /&gt;
* Spawn 10 [[shard]]s around the collapsed monolith.&lt;br /&gt;
* Spawn 3 [[monolith fragment]]s around the collapsed monolith.&lt;br /&gt;
** They provide additional sources of advanced Anomaly research points, which is useful since most Anomaly events are disabled.&lt;br /&gt;
* All colonists in the metal hell returns to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost.&lt;br /&gt;
{{Quote|(name) has reappeared. He/She is weary from his/her efforts, but otherwise healthy. By closing the channel to the void, (name) has stopped any more unnatural phenomena from entering our world. Hostile entities in the area have all fallen to the ground, lifeless. Tales of his/her heroism are sure to spread far and wide.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Embrace the Void ==&lt;br /&gt;
{{Quote|(name) steps into the void and the black ocean floods into him/her, overwhelming every sense, suffusing every cell in his/her body and every thought in his/her mind. The void node has been refocused away from the world, towards one single person. The void structures scream, torn from their otherworldly foundation, then blink out of existence. '''(name) has embraced the void.''' His/Her story continues...|Endgame text after embrace the void.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm embrace the void, you hear the zapping sounds of the void node as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* Several effects applied to the colonist that embraced the void:&lt;br /&gt;
** Gains the '''Void Touched''' hediff:&lt;br /&gt;
*** {{Good|100 HP/day}} regeneration&lt;br /&gt;
*** Rapidly regrows limbs and organs (like a [[ghoul]])&lt;br /&gt;
*** {{Good|×200%}} Study efficiency&lt;br /&gt;
*** {{Good|×200%}} Psychic sensitivity&lt;br /&gt;
*** Disables the need for sleep&lt;br /&gt;
*** Disables the need for comfort&lt;br /&gt;
*** Gains the '''Void Terror''' ability:&lt;br /&gt;
**** Causes one target pawn to flee in terror until they are exhausted.&lt;br /&gt;
**** 5 charges, recovers one charge every 3 hours&lt;br /&gt;
*** Set eyes color to grey if no artificial eyes installed&lt;br /&gt;
*** The colonist will randomly mutter, like [[creepjoiner]]s with &amp;quot;Disturbing&amp;quot; drawback do, which upsets other colonists with a stackable {{--|2}} mood debuff&lt;br /&gt;
** Gains the '''Inhumanized''' hediff (if colonist didn't already have it):&lt;br /&gt;
*** Pain {{Good|-50%}}&lt;br /&gt;
*** Unable to form social relationships&lt;br /&gt;
*** {{Good|-16.0C}} Minimum comfortable temperature &lt;br /&gt;
*** {{Bad|-12}} Animals skill&lt;br /&gt;
*** {{Bad|-12}} Artistic skill&lt;br /&gt;
*** {{Bad|-12}} Social skill&lt;br /&gt;
*** Disables the need for beauty&lt;br /&gt;
*** Disables the need for outdoors&lt;br /&gt;
*** Nullifying a large amount of [[thoughts]]&lt;br /&gt;
*** Permanent {{+|8}} '''Void Pleasure''' moodlet&lt;br /&gt;
*** Can be rehumanized by Brainwipe [[psychic ritual]]&lt;br /&gt;
** Gains '''Death Refusal''' with 4 charges&lt;br /&gt;
*** Even if the pawn already has charges from other sources, such as the [[Psychic rituals#Imbue death refusal|imbue death refusal]] psychic ritual, the total is still set to 4 charges and any additional charges are simply lost.&lt;br /&gt;
*** When killed, activate Death Refusal to self-resurrect, replacing any vital organs. Resurrection sickness and scarring are possible.&lt;br /&gt;
** Set hair color to white; can be undone by a [[styling station]]&lt;br /&gt;
** Gains a {{+|14}} '''Embraced the Void''' moodlet for 60 days&lt;br /&gt;
* The void monolith remains active at Level 4; dangerous Anomaly events will continue to occur as your storyteller decides&lt;br /&gt;
** The monolith can still be studied for advanced Anomaly research points&lt;br /&gt;
* All colonists in the metal hell return to your colony at the monolith site after a 5 to 10 seconds delay; items dropped in the metal hell are lost&lt;br /&gt;
{{Quote|(name) has reappeared. He/She looks withered by the inhuman thought-patterns of the void. All traces of humanity have left his/her eyes. (name)'s mind and body are now permanently linked to the dark void of inhuman rage. Powered by this new connection, (name) no longer feels tethered to mortal needs like comfort or sleep. He/She has gained the ability to induce terror in others using the power of the void. The monolith is awakened. It hums louder with (name)'s reappearance, a reminder that its connection to the void has been opened and made permanent.|Letter after the pawn returned.}}&lt;br /&gt;
&lt;br /&gt;
== Post-Anomaly ==&lt;br /&gt;
&lt;br /&gt;
The game continues normally after completing the monolith quest, allowing you to optionally pursue another ending.&lt;br /&gt;
&lt;br /&gt;
= The Mechhive =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
== The Gravship ==&lt;br /&gt;
The Gravship quest appears once you have a [[grav engine]]. You will get its sub-quests overtime as the grav engine passively scans for nearby gravship technology.&lt;br /&gt;
&lt;br /&gt;
For the Mechhive sub-quest to appear, 7 other sub-quests is needed. Once the [[Mechhive]] is located, a [[gravship]] with [[signal jammer]] is the only mandatory criterion - though you will need more to be prepared to survive there.&lt;br /&gt;
&lt;br /&gt;
== Entering the Mechhive ==&lt;br /&gt;
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant [[mechanoid]]s, mechanoid spawners, and turrets. All of the buildings are made of [[fortified wall]]s, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the [[cerebrex core]] is immediately visible, but it is protected by [[cerebrex stabilizer]]s hidden and scattered among the map, which makes the cerebrex core invulnerable.&lt;br /&gt;
&lt;br /&gt;
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately.&lt;br /&gt;
&lt;br /&gt;
Once all cerebrex stabilizers are destroyed, the &amp;quot;inspect cerebrex core&amp;quot; action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus &amp;quot;postpone&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Ending - Destroy the core ==&lt;br /&gt;
{{Quote|(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. '''The mechanoid threat is over.''' But your story continues...|Endgame text after Destroy the core.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, the following things will occur:&lt;br /&gt;
* All colonists gain a {{+|8}} '''Destroyed Mechhive''' moodlet for 30 days.&lt;br /&gt;
* The colonist who deactivated the cerebrex core gains a {{+|14}} '''Destroyed Mechhive''' moodlet for 60 days.&lt;br /&gt;
* 50 Goodwill is gained with each faction. &lt;br /&gt;
* [[Mechanoid hive]] is deactivated, and all its mechanoids and buildings stop functioning.&lt;br /&gt;
** Those spawned later, such as by an [[orbital mech cluster targeter]]{{RoyaltyIcon}} or a [[Mechanitor]]s'{{BiotechIcon}} mechanoid going feral, are also deactivated upon spawn.&lt;br /&gt;
** Mechanoid raids and mechanoid clusters{{RoyaltyIcon}} spawn in with disabled mechanoids and turrets.&lt;br /&gt;
** [[Mechanitor]]s{{BiotechIcon}} can no longer summon [[mechanoid commander]]s.&lt;br /&gt;
** Friendly mechanoids{{BiotechIcon}} continue to function, and new mechanoids can still be gestated.&lt;br /&gt;
** Because mechanoid commanders can no longer be summoned, new [[signal chip]]s{{BiotechIcon}}, [[powerfocus chip]]s{{BiotechIcon}} and [[nano structuring chip]]s{{BiotechIcon}} cannot be acquired.&lt;br /&gt;
* The cerebrex core becomes a [[destroyed cerebrex core]] and can be destroyed for 8 [[steel slag chunk]]s, 300 [[plasteel]]s, 5 [[advanced component]]s and 1 [[persona core]].&lt;br /&gt;
&lt;br /&gt;
{{Quote|By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
== Ending - Scavenge technology ==&lt;br /&gt;
{{Quote|(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. '''In his/her hand, (name) holds a weapon of untold power.''' The story continues...|Endgame text after scavenge technology.}}&lt;br /&gt;
&lt;br /&gt;
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.&lt;br /&gt;
&lt;br /&gt;
After the credits screen display, a [[cerebrex node]] drop next to the cerebrex core, and the cerebrex core remains invulnerable.&lt;br /&gt;
&lt;br /&gt;
{{Quote|The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.|Letter after the credits screen.}}&lt;br /&gt;
&lt;br /&gt;
= Colony End =&lt;br /&gt;
{{Quote|Everyone is dead or gone. This story is over. Perhaps someone else will find a use for the ruins of this place.|Popup text when there are no controllable colonists left.}}&lt;br /&gt;
Whenever all your colonists are dead, kidnapped, or have left the planet, your colony is now abandoned.  Does not appear with the archonexus ending or the planetkiller.&lt;br /&gt;
&lt;br /&gt;
When this happens, you have the option to create new wanderers to start the colony again. When this happens, you have the option to create new wanderers to start the colony again after eight in-game hours have passed. At a certain point (about seven new groups), the game will stop offering this prompt.&lt;br /&gt;
&lt;br /&gt;
= Planetkiller =&lt;br /&gt;
{{Quote|At near-lightspeed, the planetkiller weapon slammed into the ground with the force of a trillion hydrogen bombs. Like a water balloon shot with a rifle, this world liquified under the impact and sprayed its molten guts across the cosmos. Part of [planet name] is now a small asteroid belt. The rest is a molten, radioactive hellscape, constantly rippling with kilometers-high planetquakes. '''You did not survive.'''|Popup text after the planetkiller weapon drops into the planet.}}&lt;br /&gt;
{{See also|Events#Planetkiller{{!}}Planetkiller event}}&lt;br /&gt;
If the Planetkiller is enabled at the scenario, then you will have a certain number of days or years before the planetkiller strikes, shown at the bottom right. Once the timer hits, the entire map will fade to white with the weapon obliterating the rimworld planet, and a message will be shown on your screen to state you didn't survive the impact, only allowing you to return to main menu as it permanently ends your game, regardless whether or not your colonist has escaped.&lt;br /&gt;
&lt;br /&gt;
= Version history =&lt;br /&gt;
* 1.1 - Credits now list the memory of colonists who died.&lt;br /&gt;
* [[Royalty DLC]] Release - Royal ascent ending added.&lt;br /&gt;
* [[Ideology DLC]] Release - Archotech ending added.&lt;br /&gt;
* 1.5 - New wanderers option after a &amp;quot;game over&amp;quot;.&lt;br /&gt;
* [[Anomaly DLC]] Release - Void ending added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Mechhive ending added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=168748</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=168748"/>
		<updated>2025-09-03T17:21:33Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Gravship Wreckage */ Updated some info&lt;/p&gt;
&lt;hr /&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Skills#Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#Humanlike|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, {{icon small|component}} 5 and, if the [[Odyssey DLC]] is enabled,  a [[shuttle engine]].{{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
&lt;br /&gt;
== Ancient Complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[Ideoligion#Memes|meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a humanlike faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The Gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 Grav Engine at a time.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=168747</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=168747"/>
		<updated>2025-09-03T16:09:40Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* The Gravship */ Added some new subquest information&lt;/p&gt;
&lt;hr /&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Skills#Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#Humanlike|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, {{icon small|component}} 5 and, if the [[Odyssey DLC]] is enabled,  a [[shuttle engine]].{{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
&lt;br /&gt;
== Ancient Complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[Ideoligion#Memes|meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a humanlike faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crahsed nearby.&lt;br /&gt;
&lt;br /&gt;
If you lose your [[grav engine]], after a while (to a maximum of 2 years) a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events_Guide&amp;diff=166014</id>
		<title>Events Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events_Guide&amp;diff=166014"/>
		<updated>2025-07-23T18:56:13Z</updated>

		<summary type="html">&lt;p&gt;MortalSmurph: /* Cold snap */ Updated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|destination=Events|reason=Incomplete, out of date, and redudant with [[Events]] but this page should be checked thoroughly for any useful and up-to-date information that can be salvaged for Events before conversion to redirect to [[Events]]}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is about surviving natural [[events]] that the game throws at you. To defend your base against offensive threats, see [[Defense tactics]].&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
A successful colony should be able to stand up against most events without problem. This includes several aspects.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
Cold temperatures can kill [[plants]]. This is a more concerning issue for colonies continuing to grow crops in the winter, when temperatures can wipe out entire harvests.&lt;br /&gt;
&lt;br /&gt;
Heat, on the other hand, can't kill plants, but can stifle their growth greatly.&lt;br /&gt;
&lt;br /&gt;
Light levels are another major factor in plant growth. It can't grow in places with light level below 50%, and some events affect external light levels.&lt;br /&gt;
&lt;br /&gt;
While crops grow rapidly in hydroponics basins, they have a drawback: if they are disconnected from power, the plants inside quickly die. Some hard power-outages, such as solar flares, are damaging to colonies relying on these. Other events may also end in power outages that have the same effect if precautions are not taken.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Always keep a great stock of food at hand in case of hard times. Stock up at least 20 days of food, with more the shorter the growing season, so you can survive the winter or extended events such as volcanic winters.&lt;br /&gt;
&lt;br /&gt;
While stocking on food, consider the animals as well, as outdoors plants may be rendered inedible, or it's not safe to go outside for food.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
While [[solar panel|solar power]] seems reliable at first, regularly and predictably powering the colony, '''it should not be relied on as the sole source of power''' as the light level is affected by many events, like the Eclipse, therefore affecting the power available to the colony.&lt;br /&gt;
&lt;br /&gt;
To fix this, add some [[wind turbine]]s into the mix, which isn't affected by light level, though its power output is somewhat unpredictable. Once researched, [[geothermal generator]]s are a must-have, as they provide large amounts of power 24/7.&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] are essential for any colony that uses solar or wind power. Make sure you give the ability to disconnect groups of batteries from the grid, so in case of a short circuit less power is wasted and less damage is done.&lt;br /&gt;
&lt;br /&gt;
== Blight ==&lt;br /&gt;
One of your crop fields has contracted a plant disease. If it is too close to another field, the infection may have spread to even more plants before your colonists detected it. Plants struck by blight show a clump of yellowish blotches and will die within a day or so. These plants must be cut very quickly, or the blight will spread even further.&lt;br /&gt;
&lt;br /&gt;
Attempting to harvest blighted plants that are 100% grown will yield nothing.&lt;br /&gt;
&lt;br /&gt;
Cutting all affected plants gets rid of the blight. If it is not dealt with, it will spread to any nearby crop field and destroy any crops.&lt;br /&gt;
&lt;br /&gt;
There is no way to stop blight from occurring. You can minimize the damage it can do by how you set up your growing zones. A gap of 4 tiles with no plant coverage prevents the spread of blight. Blight will only strike one field at a time, as long as they are sufficiently separated. So it is a good idea to have more than one growing zone for very important crops, and to make sure no individual growing zone is so large that its loss would be a catastrophe.&lt;br /&gt;
&lt;br /&gt;
Wild plants are never affected by blight.&lt;br /&gt;
&lt;br /&gt;
== Cold snap ==&lt;br /&gt;
A cold snap sends temperatures plummeting, reducing temperatures by 20 °C for 1.5 to 3.5 Days. Cold Snap has a 30 day cooldown.&lt;br /&gt;
&lt;br /&gt;
The main threat of cold snaps is hypothermia, which strikes early-game bases much harder. Crop death is also an issue, and can disrupt many bases that lack greenhouses, or grow crops outdoors throughout the winter and thus don't stock up food to prepare for it.&lt;br /&gt;
&lt;br /&gt;
=== Crops and plants ===&lt;br /&gt;
When a cold snap starts, immediately harvest any viable crops exposed to the outside. Crops begin to die at -10C/14F. If a crop has reached 65% maturity you can get some produce from harvesting it; if the plants die it will be lost.&lt;br /&gt;
&lt;br /&gt;
Crops growing in a warmed greenhouse won't be affected, so you may build some to negate the effects of cold snaps in crop growth. If your crop fields are already walled, you can put roofs over them and add heaters or campfires to keep them from dying. They won't grow without daylight or a [[sun lamp]]. But a cold snap should not last long enough to cause them to &amp;quot;die from rotting&amp;quot; due to lack of light.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
When all your crops are culled by the cold, you will need some time before you can harvest from your next batch of crops. Thus, keep a plentiful food storage on hand.&lt;br /&gt;
&lt;br /&gt;
Grazing animals may also starve as the grasses shrivel up, rendering them inedible. To combat this, keep [[haygrass]] or [[kibble]] handy, and forbid them, only allowing animals to eat them when crises arise. &lt;br /&gt;
&lt;br /&gt;
Any animal except wargs can eat [[simple meal]]s. So you can feed simple meals to grazing animals even if you have only meat available.&lt;br /&gt;
&lt;br /&gt;
=== Keeping warm ===&lt;br /&gt;
To keep your colonists warm and protect them from the cold, make [[jacket]]s, [[duster]]s, [[tuque]]s or in harsher conditions [[parka]]s, and give them to colonists that do a lot of outdoor work (excluding growing, which is impossible in the cold weather). If you don't have enough fabric or technology to make better clothing, keep the rest of your colonists indoors, which you can warm up.&lt;br /&gt;
&lt;br /&gt;
While you can rotate your workers to allow recovery from the cold, it's not recommended to do so due to frostbite.&lt;br /&gt;
&lt;br /&gt;
In early-game, you can chop down trees to make [[campfire]]s for warmth. Later on, build enough [[heater]]s in each room to keep them warm even in cold snaps.&lt;br /&gt;
&lt;br /&gt;
== Eclipse ==&lt;br /&gt;
A short-lasting event that causes the outdoor brightness to greatly lower over its duration.&lt;br /&gt;
&lt;br /&gt;
Overall, this event does not cause much harm on its own, however when combined with other events it can complicate matters.&lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
It has a great impact on colonies reliant on [[solar panel]]s, which will barely function during an eclipse.&lt;br /&gt;
&lt;br /&gt;
To counter this, build [[wind turbine]]s which continue to produce power without light, and [[wood-fired generator]]s, [[chemfuel powered generator]]s, and [[geothermal generator]]s, which provide constant power. These help to fill out part of the energy deficit caused by your solar panels not functioning.&lt;br /&gt;
&lt;br /&gt;
Building additional [[battery|batteries]] to help collect power when sunlight is plenty may ease the situation a little.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
During an eclipse outdoors plants won't grow due to the low light levels. This doesn't really have an impact on already well-stocked bases, but you're critically low on food and really need that harvest to come, it can spell doom.&lt;br /&gt;
&lt;br /&gt;
== Flashstorm ==&lt;br /&gt;
During flashstorms, lightning rapidly strikes a small area, setting it on fire. In plant-rich areas, the fire can spread across the map, potentially causing great damage. It also delays the presence of rain, giving time for the fire to spread before being put out.&lt;br /&gt;
&lt;br /&gt;
=== Active extinguishing ===&lt;br /&gt;
If you have spare colonists on hand, you can direct them to preemptively extinguish the fires before they spread out of control.&lt;br /&gt;
&lt;br /&gt;
Draw a home area over the area affected by the flashstorm, and colonists will automatically go and put out the fires. If they are fast enough, the 3x3 squares of fire left behind by the lightning will be contained without much spreading. Be sure to remove home area afterwards, or else you may find your janitors out in the hinterlands cleaning dirt.&lt;br /&gt;
&lt;br /&gt;
=== [[Firefoam popper]]s ===&lt;br /&gt;
You can relocate some firefoam poppers, either to somewhere in your base facing the advancing fires as a defense, or to directly extinguish fires and preventing them from spreading to the foam.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that firefoam poppers are rather costly and one-use.&lt;br /&gt;
&lt;br /&gt;
=== Firebreaks ===&lt;br /&gt;
In biomes with heavy plant growth such as tropical swamps, sending colonists to extinguish fires is often an exercise in futility. It is therefore necessary to prevent the fire from getting too close to your base in the first place.&lt;br /&gt;
&lt;br /&gt;
A 4-tile-wide gap prevents the spread of fire. A stone or concrete floor is a great way to do this if the ground can support it. Another method is to put up a stone wall, or even single segments of stone wall, and build a roof from them out to a distance of 4 tiles. Once a patch of ground has been roofed over, no more plants will grow. It's possible to do this using a stockpile of stone chunks or by regularly sending plant cutters to clear the ground manually, but those methods are more labor-intensive and less effective.&lt;br /&gt;
&lt;br /&gt;
== Heat wave ==&lt;br /&gt;
The opposite to a cold snap, this causes temperatures to rise by up to 17 °C for a few days.&lt;br /&gt;
&lt;br /&gt;
The main danger arises from freezer failure, which can cause food to start spoiling in an inadequately cooled freezer that can't beat the heat. It can also cause heatstroke which greatly affects outdoor workers.&lt;br /&gt;
&lt;br /&gt;
Since plants don't usually die except in the hottest of regions, this event is usually less damaging than cold snaps economically. However, extreme heat is less comfortable than extreme cold, and is slightly harder to beat.&lt;br /&gt;
&lt;br /&gt;
=== Keeping cool ===&lt;br /&gt;
To keep your colonists cool and protect them from the heat, make [[cowboy hat]]s, [[bowler hat]]s and [[duster]]s. These three pieces of garments are the only ones that provide heat insulation. &amp;lt;br&amp;gt;&lt;br /&gt;
If you don't have the technology to make these then you should rotate your outdoor workers in shifts so they have time to recover between exposure to heat.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough coolers to keep cool even in the middle of a heat wave. In tribal starts it may be worth it to build passive coolers in order to cool down rooms before you have electricity.&lt;br /&gt;
&lt;br /&gt;
=== Freezers ===&lt;br /&gt;
Double walling freezers helps with insulation against heat, helping your freezer stay functioning in heat waves. Make sure you don't block off the exhaust port of the coolers otherwise they won't function.&lt;br /&gt;
&lt;br /&gt;
The more straightforward solution to this is to build even more coolers, though this will require more power. A way to do so a bit more efficiently is to have two coolers set to different temperatures. One cooler set to a moderately cold temperature, for example, -10C, will be on low power mode most of the time and only kick in when the outside temperature is very high. A second cooler set to a very low temperature, for example, -30C, will be on high power mode all the time.&lt;br /&gt;
&lt;br /&gt;
You can also temporarily forbid the door to your freezer to slow the loss of cold air during a heat wave.&lt;br /&gt;
&lt;br /&gt;
== Psychic drone ==&lt;br /&gt;
This event causes the mood of most colonists of a selected sex to drop by a large amount (-15, but dependent on [[psychic sensitivity]]) over a few days. While a -15 mood isn't too harmful if your colonists are well cared for, it can add insult to injury if you are already suffering from other additional events or are trying to rebuild in their aftermath. High psychic sensitivities can make the penalty totally untenable while low sensitivities might make it negligible or even non-existent. &lt;br /&gt;
&lt;br /&gt;
Humanoids are the only ones affected in this event.&lt;br /&gt;
&lt;br /&gt;
=== Countering the mood drop ===&lt;br /&gt;
You can do the following things to alleviate the mood drop. The drone lasts only a short while so temporary measures are okay.&lt;br /&gt;
* Give colonists more recreation hours and spread them throughout the day so they will constantly have a +5 to +10 mood buff from fulfilling their recreation needs.&lt;br /&gt;
* Allow your colonists to have some social drugs to lift their spirits. Don't give too much otherwise they risk addiction.&lt;br /&gt;
* If a pawn's negative thoughts can't be countered - for example, a neurotic colonist whose spouse recently died - you can anesthetize them for a day. It won't make them feel better, but it's impossible to have a mental break if they are unconscious.&lt;br /&gt;
&lt;br /&gt;
=== Psychic foil helmets ===&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
A niche item that comes into good use here. It's best to equip these on those most affected by the psychic drone, or those already suffering from a low mood due to other things. However, it is terrible for blocking damage, so remember to switch back to regular helmets if needed.&lt;br /&gt;
&lt;br /&gt;
It can be effective to forbid psychic foil helmets in your colonists' everyday Outfit in the Assign tab. Prioritize a high risk colonist to force-wear the foil helmet during the psychic drone. Then when the drone is over, go back to the Assign tab and clear the force. They will automatically remove the helmet and choose more appropriate headgear.&lt;br /&gt;
&lt;br /&gt;
== Solar flare ==&lt;br /&gt;
A highly disruptive event that shuts down all electrical devices with electromagnetic pulses. Its disruptive potential is magnified should another event coincide with it, such as heat waves, and the fact that it cannot be countered (i.e. no ways to prevent shutdown of electronics in the basegame) does not help either. Devices not using power are immune.&lt;br /&gt;
&lt;br /&gt;
It chiefly affects all colonies that have electric appliances in them. Colonies extensively reliant on electricity, such as those using hydroponics farming or [[turret]]s, are especially affected. &lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
Plants in a shut down hydroponics system will die over time in case of power cut, but time required for them to die exceeds the time of solar flare, so this is not a problem you should worry about. More dangerous problem for plants is cold, from which they die almost instantly. To avoid this, in advance put a campfire (prohibit refueling) with a stack of wood stored near it in hydroponic room. When flare appear, manually order any pawn to fill a campfire. It has been tested in practice that one campfire is enough for a room of 20 hydroponic farms at -40 outside. Plants growing in a sheltered greenhouse with a sun lamp but not hydroponics just won't grow during the power outage, but still can die from cold.&lt;br /&gt;
&lt;br /&gt;
=== Fueled alternatives ===&lt;br /&gt;
Some production buildings have a fueled variant that consumes wood instead of power, and are immune to solar flares. This allows for production to continue during solar flares.&lt;br /&gt;
&lt;br /&gt;
For lighting, [[torch lamp]]s also work, though they emit a softer light.&lt;br /&gt;
&lt;br /&gt;
However, these all take up additional space, so they may not be worth building. If you are encountering additional power issues then they may be worth a try.&lt;br /&gt;
&lt;br /&gt;
=== Freezers ===&lt;br /&gt;
Another structure hit hard with flares, freezers will stop functioning completely (nothing can be done), as opposed to heat waves in which a well-built freezer may still be able to retain sub-zero temperatures. While the maximum duration of the solar flare is not long enough to cause meat to rot, it can significantly impact the remaining rot time of the stored food, rot food that has not been immediately frozen after collection, and if the freezer cannot be brought down to temperature rapidly enough, rot can still occur after the solar flare has finished. &lt;br /&gt;
&lt;br /&gt;
Double-walling freezers help keep in the cold for slightly longer.&lt;br /&gt;
&lt;br /&gt;
=== Temperature control ===&lt;br /&gt;
If temperatures are outside comfortable range, you can remedy this using the more traditional campfires or passive coolers. However, since solar flares don't last too long, this may be worth the effort only if colonists are at serious risk of hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Turrets and mechanoids ===&lt;br /&gt;
Colonies that rely on turrets and mechanoids for their main combat power are most vulnerable to solar flares in the event of a raid. Turrets will not fire, while combat mechanoids may go out of control due to lack of throughput due to the Band node being disabled. Although the duration of the solar flare is not enough for them to go wild and become hostile, while it is going on the mechanoids will wander aimlessly around the settlement without the possibility of control. If the remaining bandwidth allows, you can disconnect from non-combat mechanoids to free up space for combat ones.&lt;br /&gt;
&lt;br /&gt;
== Toxic fallout ==&lt;br /&gt;
A persistent event that poisons the atmosphere with toxic dust, slowly sickening animals and humans - inflicting [[toxic buildup]], killing plants, as well as slightly reducing brightness outside.&lt;br /&gt;
&lt;br /&gt;
This is a highly dangerous event across all stages of the game, severely punishing outdoor activity and killing crops.&lt;br /&gt;
&lt;br /&gt;
=== Stay indoors ===&lt;br /&gt;
Unless necessary, you should have everyone (including animals) stay underneath a roof so they won't be affected by the toxic fallout. For those that do need to get out, make sure to limit their exposure and give them plenty of time to recover.&lt;br /&gt;
&lt;br /&gt;
=== Hunt quickly ===&lt;br /&gt;
For approximately the first day of toxic fallout, wildlife can still be hunted and butchered. When the animals' toxic buildup gets too high, they will instantly rot upon death. After the first few days any surviving wildlife will flee the map entirely. Get all the meat you can while it's still possible to do so. Note that boomrats and boomalopes will not flee the map and can be hunted later, as they are not affected by toxic fallout.&lt;br /&gt;
&lt;br /&gt;
=== Plan ahead ===&lt;br /&gt;
Set up a &amp;quot;roofed&amp;quot; [[allowed area]] '''before''' this event occurs. A roof extending one or two tiles around the edge of your base, and roofed walkways supported by pillars leading out to your crop fields or perimeter wall, will be a lifesaver. Any pawn whose toxic buildup goes from &amp;quot;initial&amp;quot; to &amp;quot;moderate&amp;quot; should be restricted to the roofed zone.&lt;br /&gt;
&lt;br /&gt;
If possible, have a dirt-floor greenhouse set up and ready to go. You can build a sunlamp in the middle of a sunlamp-shaped crop field and make sure it is turned off until you need to build a roof over it and turn it on. You could also build a backup sunlamp, uninstall it and keep it in storage. This will allow you to quickly build a roof and power up a sunlamp over an existing crop field as soon as toxic fallout arrives. &lt;br /&gt;
&lt;br /&gt;
Although it's best to surround a greenhouse with walls for protection from raiders, it's not strictly necessary. Even if you've just moved your colony to a brand new tile and get a long toxic fallout immediately upon arrival, you can throw down a couple roof support pillars, a sunlamp and a growing zone and start planting.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
You can still continue to grow crops outdoors, but less successfully. To maximize the chances of successful harvest, grow fast-growing crops such as rice and harvest them quickly. &lt;br /&gt;
&lt;br /&gt;
For a tribal colony that has not yet researched electricity, this may be the only option. However, most tribes will be able to research electricity within the first two or three years; toxic fallouts should not last more than a quadrum or so during that time.&lt;br /&gt;
&lt;br /&gt;
=== Fallout retreat colony ===&lt;br /&gt;
Just make a quick caravan and move your people to another world map tile, preferably with one space between your original position and the new one. This allows you to completely avoid the effects of toxic fallout. However, this also exposes your base to attack as there will be nobody left to defend. This requires raising the colony limit to 2 in the main game options menu.&lt;br /&gt;
&lt;br /&gt;
== Volcanic winter ==&lt;br /&gt;
A long-lasting event where volcanic ash obscures the sun, slowly causing daylight level to drop to 86% of normal values. Because of this, plants will grow slower, solar panels will not generate as much electricity and temperatures will drop.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
[[File:Volcanic winter sunlamp.jpg|thumb|In an extreme desert, rain is rare and soil is scarce. In other biomes, you should roof your emergency sun lamps.]]&lt;br /&gt;
Volcanic winters won't kill plants outright, but it still has the potential to kill plants should the temperatures drop. You may want to expand your growing zones so you can keep up food production.&lt;br /&gt;
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Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
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== Poison Ship ==&lt;br /&gt;
Poison Ships spread a plant-killing, toxic snow that will eventually cover the entire map. This can devastate outdoor crops, even those in outdoor hydroponics basins, destroying the colony's food supply.  &lt;br /&gt;
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=== Defense ===&lt;br /&gt;
The toxic snow created by a poison ship affects all outdoor plants, in a similar way to the Toxic Fallout event. However, indoor, roofed crops are unaffected, so the tactics for surviving the Toxic Fallout event can be successfully applied here. Interestingly, walls tend to block the spread of the toxic snow. Therefore, surrounding the poison ship with either a roofed or unroofed stockade so that the ship is &amp;quot;indoors&amp;quot; can contain the toxins indefinitely until you are ready to deal with it. &lt;br /&gt;
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Like the Psychic Ship event, the Poison Ship will spawn mechanoids as soon as it takes any form of damage. Placing an IED so that the ship is within the device's blast radius will also cause the mechanoids to spawn. One tactic for dealing with these threats is to surround the ship with IEDs at a distance of 5 blocks - just outside the blast zone. Then, use a long-range sniper to attack the ship and lure the mechanoids out into the traps.&lt;br /&gt;
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== Legacy events ==&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
For those still playing Beta 18, a tornado can occasionally cut a path of destruction across the map, damaging everything in its way.&lt;br /&gt;
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It is capable of wreaking havoc on even well-prepared bases, making it dangerous to face across all stages of the game. However, mountain bases are spared the wrath of the tornado as it can't get through the layers of overhead mountain.&lt;br /&gt;
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Obviously you need to get your colonists out of the way of the tornado. It is easily outpaced by healthy colonists. Incapacitated colonists lying in bed should be moved elsewhere before they are stricken.&lt;br /&gt;
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{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>MortalSmurph</name></author>
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