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	<updated>2026-08-30T10:12:54Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lava_field&amp;diff=182267</id>
		<title>Lava field</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lava_field&amp;diff=182267"/>
		<updated>2026-07-21T16:45:55Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Events */ Corrected/fleshed out lava flow details; clarified volcanic debris event.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox biome&lt;br /&gt;
| name = Lava field&lt;br /&gt;
| image = Lava Fields.jpg&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = LavaFieldsTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowRoads = No&lt;br /&gt;
| allowFarmingCamps = Yes&lt;br /&gt;
| animal density = 2.2&lt;br /&gt;
| plant density = 0.45&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| forageability = 0.50&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| description = Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
| wild plant regrow days = 27&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 0.5&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| windy = 1&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 480&lt;br /&gt;
| freshwater_common_bass = Yes&lt;br /&gt;
| freshwater_uncommon_catfish = Yes&lt;br /&gt;
| saltwater_common_bluefish = Yes&lt;br /&gt;
| saltwater_uncommon_flounder = Yes&lt;br /&gt;
| saltwater_uncommon_marlin = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Lava field''' is a warm [[biome]] in RimWorld added by the [[Odyssey DLC]].&lt;br /&gt;
&amp;lt;!-- Beyond a noise check, it requires the tile to be valid for either desert or Arid shrubland. Then, it uses the desert it shrubland formula (the first one valid) minus 0.0001 plus 0.0002 if the terrain is not flat.&lt;br /&gt;
Because of the above, there is no good way to show the effective limits this biome has for selection. I'll use the inclusive method&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
Lava fields are the only biome to naturally have mineable [[obsidian]]. Lava fields have multiple volcanic events, as described in the [[#Events|Events section]].&lt;br /&gt;
&lt;br /&gt;
Do note that the spawn chance of this biome is unusual. The selected tile needs to be a valid placement for either a [[desert]] or an [[arid shrubland]] and will be evaluated as said biome, and have the correct random number associated. It also can't spawn on flat tiles. &amp;lt;!-- the result of the small penalty and the small bonus--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] | ?Lives In Lava Field = | mainlabel=- | sep=+ }} }} }}{{#set:Grazing Score|{{Grazing Score}} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Lava Field = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Lava Field (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Lava field has a disease {{MTB}} of 65 days. The following diseases can occur in a lava field:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+100+60+60+30+30+100+100+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 100{{#set:Plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 60{{#set:Gut worms commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 60{{#set:Muscle parasites commonality|60}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 100{{#set:Animal plague commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Bass]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Catfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]] || Saltwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
Lava fields have three unique events:&lt;br /&gt;
* [[Events/Odyssey#Volcanic debris|Volcanic debris]]: 8-12 pieces of debris will land on unroofed tiles, damaging the area in an explosion and creating temporary shallow lava that will cool into cooled lava over time. &lt;br /&gt;
* [[Events/Odyssey#Lava Emergence|Lava Emergence]]: The lava will make temporary shallow lava that pawns can walk through. After a few days, the [[lava|shallow lava]] turns into removable [[lava|cooled lava]]. When the cooled lava is removed using the remove flooring command, the terrain returns to original type. 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;
* [[Events/Odyssey#Lava Flow|Lava Flow]]: Lava will emerge from the edge of the map and will flow only over buildingless tiles with volcanic rock as the underlying terrain (this excludes cooled lava terrain created on non volcanic rock terrain). The Lava Flow will create [[lava|shallow lava]] that is pathable and leave behind [[lava|cooled lava]] terrain after a few days, destroying any replaced flooring. The lava cannot flow through walls, doors, fences, barricades, graves, columns and other objects.  The shallow lava can light adjacent flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Lava fields are similar to [[arid shrubland]]s, but uniquely challenging due to the lava and debris.&lt;br /&gt;
&lt;br /&gt;
* '''Food and Growing: Easy (''excluding fires'')''' - Growing seasons are long or year-round, and while some of the map is covered in volcanic rock, rich soil is fairly common.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Easy-Moderate''' - Like arid shrubland, diseases do not happen frequently in lava fields, but [[wild healroot]] does not grow naturally. This presents a challenge if there is no pawn with Plants 8.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Moderate''' - Lava fields range from temperate to warm. [[Heat wave]]s can present a challenge in the warmer end of lava fields. Also, trees may not be accessible during a lava event unless a [[heavy bridge]] or [[gravship substructure]] is built to walk over the lava.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Very Difficult''' - Lava causes fires, igniting flammable buildings in its wake. [[Boomalope]]s and [[boomrat]]s both spawn in this biome.&lt;br /&gt;
&lt;br /&gt;
* '''Special:''' Lava emergences and debris can cause base damage. Shallow lava on the map is dangerous for pawns to walk through, and may cause accidents when auto pathing.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Lava Fields.jpg|A fully generated lava field&lt;br /&gt;
LavaFieldsTexture.png|Lava field's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ice_sheet&amp;diff=182014</id>
		<title>Ice sheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ice_sheet&amp;diff=182014"/>
		<updated>2026-07-13T09:26:30Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Replaced &amp;quot;proper&amp;quot;ness with a neutral framing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Ice sheet&lt;br /&gt;
| image = IceSheet.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = IceSheetTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowRoads = false&lt;br /&gt;
| allowRivers = false&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 0.2&lt;br /&gt;
| plant density = 0&lt;br /&gt;
| movement difficulty = 1.5&lt;br /&gt;
| max temperature = -10&lt;br /&gt;
| forageability = 0&lt;br /&gt;
| wild plant regrow days = 0&lt;br /&gt;
| disease mtb days = 90&lt;br /&gt;
| description = Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&amp;lt;br/&amp;gt;Ice sheet is extremely inhospitable. There is no soil for plants and almost no animal life. Long-term survival is a challenge.&lt;br /&gt;
| Extreme Biome = true&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 12&lt;br /&gt;
&amp;lt;!-- | fog = 0&lt;br /&gt;
| rain = 0&lt;br /&gt;
| rainy thunderstorm = 0&lt;br /&gt;
| foggy rain = 0--&amp;gt;&lt;br /&gt;
| dry thunderstorm = 2&lt;br /&gt;
| hard snow = 40&lt;br /&gt;
| soft snow = 20&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| windy = 1&lt;br /&gt;
| overcast = 1&lt;br /&gt;
| blizzard = 2&lt;br /&gt;
&amp;lt;!-- fish --&amp;gt;&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| freshwater_common_salmon = Yes&lt;br /&gt;
| freshwater_uncommon_frostfish = Yes&lt;br /&gt;
| saltwater_common_salmon = Yes&lt;br /&gt;
| saltwater_common_cod = Yes&lt;br /&gt;
| saltwater_uncommon_dogfish = Yes&lt;br /&gt;
}}&lt;br /&gt;
'''Ice Sheet''' is a cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- -20f + (0f - tile.temperature) * 2f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]] | ?Lives In Ice Sheet = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Ice Sheet = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Ice Sheet&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then '''no''' wild animal will spawn.&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Ice Sheet has a disease {{MTB}} of 90 days. The following diseases can occur in a Ice Sheet:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+30+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 30{{#set:Fibrous mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 30{{#set:Sensory mechanites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{See also|Ice Sheet Guide}}&lt;br /&gt;
&lt;br /&gt;
While not as resource-starved as the [[sea ice]], the ice sheet lacks food and reaches dangerous levels of cold, making it a difficult biome to get started in. Taking advantage of the starting ruins and geothermal vents can greatly help early survival.&lt;br /&gt;
&lt;br /&gt;
* '''Growing and Food: Extreme''' - No plants grow in the ice sheet. The few animals present can provide some food in a pinch. [[Trading]] can provide food if there is a nearby settlement and the colony has valuables to sell (valuable and accessible ores, human organs, starting items). Otherwise, the colony will need to rely on [[cannibalism]], or, with a large body of water, [[fishing]],{{OdysseyIcon}} to survive until a [[sun lamp]] setup can be established.&lt;br /&gt;
** Cannibalism is the most reliable source of food in the early game. The [[storyteller]] will send [[raid]]s and [[event]]s at the same rate despite the cold, and if you only have 1 or 2 colonists, [[PopulationIntent]] will try and generate more colonists recruitment events (to eat).&lt;br /&gt;
** [[Fishing]]{{OdysseyIcon}} in a coastal tile can be feasible if colonists can survive outdoor temperatures, or if an enclosed, heated  room can be made.&lt;br /&gt;
** There are rough patches of soil. By enclosing an area of stony soil, heating it, and producing light with a [[sun lamp]], crops can grow without the need for [[hydroponics]]. Still, hydroponics are worth researching eventually for the added space and fertility. If [[Ideology]] is installed, [[nutrifungus]]{{IdeologyIcon}} can be grown with just a closed room with heat, and [[fungal gravel]]{{IdeologyIcon}} can be installed to create growing space under a mountain.&lt;br /&gt;
&lt;br /&gt;
* '''Disease: Moderate''' - Disease events are rare, but [[healroot]] cannot grow at all, meaning medicine supplies will be low before a [[greenhouse]] can be established.&lt;br /&gt;
&lt;br /&gt;
* '''Temperature: Very Difficult''' - Outdoor temperatures will be below freezing except in the hottest days, and only during the daytime. [[Steam geyser]]s generate heat in an enclosed room, so they are essential for survival until a [[power]] grid can be established. To survive outdoors for extended periods of time, warm clothing is required. Due to the cold climate, [[raider]]s and other human pawns will typically arrive with warm clothes for the colony to use.&lt;br /&gt;
** In the colder months, it can get cold enough that only [[mechanoid]] raids can generate past the early game.&lt;br /&gt;
&lt;br /&gt;
* '''Fires: Easy''' - Plants do not grow, so wildfires are nonexistent.&lt;br /&gt;
&lt;br /&gt;
* '''Predators: Moderate''' - Predators are rare, but they will get hungry. [[Polar bear]]s can be a serious threat to colonists too far outdoors.&lt;br /&gt;
&lt;br /&gt;
Overall, ice sheet is very difficult when starting out. Once the colony's food, temperature, and mood are stable, progression is relatively normal, since stones and ores generate at the normal rate. Therefore, it can be suitable for players wanting to play on an extreme biome, but without the tedium of the more extreme sea ice biome.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
IceSheet.png|An Ice Sheet&lt;br /&gt;
&amp;lt;!-- IceSheetPolluted.png|A [[polluted]] Ice Sheet{{BiotechIcon}} --&amp;gt;&lt;br /&gt;
IceSheetTexture.png|Ice Sheet's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian_(ore)&amp;diff=182013</id>
		<title>Obsidian (ore)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian_(ore)&amp;diff=182013"/>
		<updated>2026-07-13T09:45:37Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Summary */ Fix comma splice, edit for cohesiveness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{About|the ore|the material also called obsidian|obsidian}}&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Obsidian ore&lt;br /&gt;
| image = MineableObsidian.png&lt;br /&gt;
| description = Volcanic rock formed by rapidly cooling lava. It can be mined for obsidian glass.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Mineable --&amp;gt;&lt;br /&gt;
| mineable = true&lt;br /&gt;
| isResourceRock = true&lt;br /&gt;
| mineable thing = Obsidian&lt;br /&gt;
| mineable yield = 40&lt;br /&gt;
| mineable scatter commonality = &lt;br /&gt;
| mineable scatter lump size range = &lt;br /&gt;
| veinMineable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MineableObsidian&lt;br /&gt;
| label = obsidian&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| texPath = Things/Building/Linked/RockFlecked_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| shaderType = CutoutComplex&lt;br /&gt;
| color = (65,60,60)&lt;br /&gt;
| colorTwo = (45,45,45)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian (ore)''' is a rare natural [[structure]] that can be [[mine]]d to obtain {{Icon Small|Obsidian}} [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Mineral obsidian veins can only spawn in maps with the [[Landmarks#Obsidian_deposits|obsidian deposits]] feature, exclusive to the [[lava field]] biome. They never occur outside of obsidian deposits. Veins are fairly large, 20 to 40 tiles in size. &lt;br /&gt;
&lt;br /&gt;
=== Number of veins in map ===&lt;br /&gt;
The number of veins is a function of the hilliness and the size of the map. Standard size maps have 5 obsidian veins on small hills, 7 on large hills, and 9 on mountainous terrain. Lava field maps cannot have flat terrain.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Hilliness values come from GenStep_RocksFromGrid.GetResourceBlotchesPer10KCellsForMap(). The code caters for flat terrain but lava field maps are never flat.&lt;br /&gt;
The 0.1 factor comes from TileMutatorWorker_ObsidianDeposits.GeneratePostTerrain().&lt;br /&gt;
Conversion from 10K to map size comes from GenStep_Scatterer.CountFromPer10kCells().&lt;br /&gt;
!--&amp;gt;{{#vardefine: smallhills | {{#expr: 8 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: largehills | {{#expr: 11 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: mountainous | {{#expr: 15 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map200 | {{#expr: 200*200}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map225 | {{#expr: 225*225}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map250 | {{#expr: 250*250}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map275 | {{#expr: 275*275}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map300 | {{#expr: 300*300}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map325 | {{#expr: 325*325}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 text-right}}&lt;br /&gt;
! Map size&lt;br /&gt;
! Small hills&lt;br /&gt;
! Large hills&lt;br /&gt;
! Mountainous&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 200 x 200 (small)&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 225 x 225 (small)&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 250 x 250 (medium - default)&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 275 x 275 (medium)&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 300 x 300 (large)&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 325 x 325 (large)&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the fastest ores to mine. Each mined block has a base yield of {{Icon Small|Obsidian}} 40 obsidian, modified by factors such as the Difficulty setting and the [[Mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mining obsidian ore is the best way to acquire obsidian, a great material for crafting sharp melee weapons like [[longsword]]s. Veins are large enough to yield the materials for a few longswords. With several veins spawning per map it's feasible to spam craft obsidian weapons to farm high quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cougar&amp;diff=181630</id>
		<title>Cougar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cougar&amp;diff=181630"/>
		<updated>2026-07-03T13:28:13Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Attacks */ Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Cougar&lt;br /&gt;
| image = Cougar east.png&lt;br /&gt;
| description = One of the most dangerous big cats, cougars are solitary hunters with long, sharp teeth and claws. They stalk prey from hidden positions before pouncing.&amp;lt;br/&amp;gt;While humans are not their normal diet, they won't turn down a meal of vulnerable human meat.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5&lt;br /&gt;
| min comfortable temperature = -25&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| filth rate = 2&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 120&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1.3&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = carnivorous, ovivorous&lt;br /&gt;
| leathername = panthera fur&lt;br /&gt;
| wildness = 0.8&lt;br /&gt;
| manhuntertame = 0.3&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| specialtrainables = attack target&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 13&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalUncommon, AnimalFighter&lt;br /&gt;
| attack1dmg = 11&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 11&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 1.5&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 16&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_temperateforest = 0.07&lt;br /&gt;
| livesin_temperateswamp = 0.07&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_aridshrubland = 0.15&lt;br /&gt;
| livesin_desert = 0.07&lt;br /&gt;
| livesin_glacialplain = 0.07&lt;br /&gt;
| livesin_grassland = 0.07&lt;br /&gt;
| livesin_lavafield = 0.15&lt;br /&gt;
}}&lt;br /&gt;
The '''cougar''' is a large feline predator. They are solitary hunters that can be found in {{Habitats}}. If forced to, or when particularly hungry, they are one of the fiercer wild creatures your colonists can face.&lt;br /&gt;
&lt;br /&gt;
They are effectively identical to the [[panther]], only differing in appearance, habitat, and comfortable temperature range.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cougars can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a [[husky]], meaning they create more [[filth]] and need to be retrained, cougars will not be hunted by other predators. You can feed them off meals, and when using meals, they are actually more efficient than huskies when it comes for hunger rate. However, you'll need raw meat or [[kibble]] to train them.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Cougars have two attacks: scratch (paw) and bite (teeth). Both attacks apply a stun for 6.67 seconds on their first strike when hunting.&lt;br /&gt;
&lt;br /&gt;
Cougars are strong in combat, with a higher DPS than wolves, and much higher than lynxes. The cougar even has a higher DPS than the warg according to info elsewhere in this wiki. In game as of April, 2019, the warg was seen to have slightly higher DPS (5.02) than the cougar (4.67).&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|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cougar east.png|Facing east&lt;br /&gt;
Cougar north.png|Facing north&lt;br /&gt;
Cougar south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated cougar east.png|Dessicated facing east&lt;br /&gt;
Dessicated Cougar north.png|Dessicated facing north&lt;br /&gt;
Dessicated Cougar south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* 0.18/1.0 - Now provides the new [[Panthera fur]], which merged its previous leather type, cougarskin, with lynxskin and pantherskin.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181245</id>
		<title>Randy Random</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181245"/>
		<updated>2026-07-01T05:11:16Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Overall mean time between major threats */ Actually added derivation equations image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Randy Random&lt;br /&gt;
| image = Randy.png&lt;br /&gt;
| description = Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Randy Random''' is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his [[raid points]] by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.&lt;br /&gt;
&lt;br /&gt;
In the long-term, Randy will average about as many threats sent as Cassandra.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Randy produces more erratic gameplay than Cassandra and Phoebe. Because Randy can apply a random raid size multiplier ranging from 0.5 to 1.5, the raid difficulty progression under Randy can appear inconsistent. His lack of on/off cycles and a cooldown for major threats allows him to generate periods both more intense and more Peaceful then Cassandra and Phoebe possibly could.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
&lt;br /&gt;
Randy fires events on average every 1.35 days. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. &lt;br /&gt;
&lt;br /&gt;
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;1&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;maxThreatBigIntervalDays&amp;gt;13&amp;lt;/maxThreatBigIntervalDays&amp;gt;&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;1.35&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
 &amp;lt;categoryWeights&amp;gt;&lt;br /&gt;
  &amp;lt;Misc&amp;gt;3.5&amp;lt;/Misc&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatBig&amp;gt;1.4&amp;lt;/ThreatBig&amp;gt;&lt;br /&gt;
  &amp;lt;OrbitalVisitor&amp;gt;1.1&amp;lt;/OrbitalVisitor&amp;gt;&lt;br /&gt;
  &amp;lt;FactionArrival&amp;gt;2.4&amp;lt;/FactionArrival&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatSmall&amp;gt;0.6&amp;lt;/ThreatSmall&amp;gt;&lt;br /&gt;
  &amp;lt;ShipChunkDrop&amp;gt;0.22&amp;lt;/ShipChunkDrop&amp;gt;&lt;br /&gt;
 &amp;lt;/categoryWeights&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;randomPointsFactorRange&amp;gt;0.5~1.5&amp;lt;/randomPointsFactorRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overall mean time between major threats ==&lt;br /&gt;
&lt;br /&gt;
On average, Randy sends major threats every 7.14 days. First, the basic per-day rate of Randy Random's major threats without the 13 day interval maximum is calculated (1). This gives an exponential distribution for the interval of major threats (2). To account for the 13 day major threat interval, a new distribution is produced that is identical up to the simple exponential distribution up to day 13, and afterwards follows an exponential distribution where the rate constant is described by the MTB of firing any event at all (3,4). The expected interval is calculated by definition and gives a result of approximately 7.14 days per major threats from Randy Random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;1000px&amp;quot; heights=&amp;quot;800px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Randy_Random_Overall_Major_Threat_MTB_Derivation.png|Derivation equations.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Randy's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Randy_Random_Overall_Major_Threat_MTB_Derivation.png&amp;diff=181244</id>
		<title>File:Randy Random Overall Major Threat MTB Derivation.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Randy_Random_Overall_Major_Threat_MTB_Derivation.png&amp;diff=181244"/>
		<updated>2026-06-30T10:08:09Z</updated>

		<summary type="html">&lt;p&gt;Niruase: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Equations showing the derivation for Randy Random's overall rate of major threats. Rendered in Overleaf.&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181243</id>
		<title>Randy Random</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181243"/>
		<updated>2026-06-30T10:16:32Z</updated>

		<summary type="html">&lt;p&gt;Niruase: Added derivation for overall randy major threat frequency, including an image with supporting equations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Randy Random&lt;br /&gt;
| image = Randy.png&lt;br /&gt;
| description = Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Randy Random''' is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his [[raid points]] by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.&lt;br /&gt;
&lt;br /&gt;
In the long-term, Randy will average about as many threats sent as Cassandra.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Randy produces more erratic gameplay than Cassandra and Phoebe. Because Randy can apply a random raid size multiplier ranging from 0.5 to 1.5, the raid difficulty progression under Randy can appear inconsistent. His lack of on/off cycles and a cooldown for major threats allows him to generate periods both more intense and more Peaceful then Cassandra and Phoebe possibly could.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
&lt;br /&gt;
Randy fires events on average every 1.35 days. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. &lt;br /&gt;
&lt;br /&gt;
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;1&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;maxThreatBigIntervalDays&amp;gt;13&amp;lt;/maxThreatBigIntervalDays&amp;gt;&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;1.35&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
 &amp;lt;categoryWeights&amp;gt;&lt;br /&gt;
  &amp;lt;Misc&amp;gt;3.5&amp;lt;/Misc&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatBig&amp;gt;1.4&amp;lt;/ThreatBig&amp;gt;&lt;br /&gt;
  &amp;lt;OrbitalVisitor&amp;gt;1.1&amp;lt;/OrbitalVisitor&amp;gt;&lt;br /&gt;
  &amp;lt;FactionArrival&amp;gt;2.4&amp;lt;/FactionArrival&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatSmall&amp;gt;0.6&amp;lt;/ThreatSmall&amp;gt;&lt;br /&gt;
  &amp;lt;ShipChunkDrop&amp;gt;0.22&amp;lt;/ShipChunkDrop&amp;gt;&lt;br /&gt;
 &amp;lt;/categoryWeights&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;randomPointsFactorRange&amp;gt;0.5~1.5&amp;lt;/randomPointsFactorRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overall mean time between major threats ==&lt;br /&gt;
&lt;br /&gt;
On average, Randy sends major threats every 7.14 days. First, the basic per-day rate of Randy Random's major threats without the 13 day interval maximum is calculated (1). This gives an exponential distribution for the interval of major threats (2). To account for the 13 day major threat interval, a new distribution is produced that is identical up to the simple exponential distribution up to day 13, and afterwards follows an exponential distribution where the rate constant is described by the MTB of firing any event at all (3,4). The expected interval is calculated by definition and gives a result of approximately 7.14 days per major threats from Randy Random.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Randy's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=181185</id>
		<title>Mech low-shield</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_low-shield&amp;diff=181185"/>
		<updated>2026-06-27T07:14:54Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Exploiting */ Dealt with stub item. Added claimable undisabled mech low-shield analysis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Image wanted|reason=Radius and safe tiles. See [[:File:Low shield pack radius.jpg]] and [[:File:Skip shield radius.jpg]]}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Mech low-shield&lt;br /&gt;
| image = ShieldGeneratorBullet.png&lt;br /&gt;
| description = A shielding device which projects a momentum repulsor field. Shots can go out, but not in. This one is tuned to low angles, so it will block ground-level projectiles like bullets. The unit can be temporarily disabled by EMP attacks, either by shocking the projector unit itself, or using EMP munitions on the shield.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Mechanoid cluster&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| deconstruct yield = {{Icon Small|Plasteel}} 7 + {{Icon Small|Shield core}} 1&lt;br /&gt;
| destroyyield = {{Icon Small|Plasteel}} 7&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Mech low-shields''' are [[Mechanoid cluster]] buildings added by the [[Royalty DLC]]. It blocks incoming projectiles in a 20-tile radius around them. Upon being hit by an [[EMP]], it is disabled for {{Ticks|1080}}. Every 10 days, it goes down to charge for 1 day.&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Mech low-shields can arrive as a component of mechanoid clusters. Mech low-shields cannot be acquired for player use, and shutdown when the cluster is defeated. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Compare [[low shield pack]] for adequate detail. Radius graphics similar to the low shield pack page would be nice.}}&lt;br /&gt;
Mech low-shields can arrive as parts of a mechanoid cluster. Upon landing, they will begin projecting a shield, with a radius of 20 cells, that stops all incoming ground-level fire from passing into the bubble, and detonating explosive projectiles at the point of impact with the shield radius. In contrast to the otherwise similar [[Skipshield]] psycast, which prevents all incoming and outgoing projectiles, the low-shield does not prevent pawns inside from firing out. Also note that this only applies to ground-level fire, i.e. fire from ranged [[weapons]] carried by all types of [[pawn]] and [[turrets]], including grenades that cross the boundary of the shield. Fire from [[mortar]]s, [[orbital bombardment targeter|orbital bombardment]], or [[Permits|aerodrone strikes or salvos]] will not be blocked by the shield, nor will explosions crossing the boundary including those from intercepted projectiles. The mech low-shield will also not intercept fire from mechanoids or mechanoid turrets, even if they are on the outside of the shield radius. &lt;br /&gt;
&lt;br /&gt;
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.&lt;br /&gt;
&lt;br /&gt;
Projectiles from [[EMP grenades]] and [[EMP launcher|launchers]] from outside hitting or [[EMP]] damage from any source done to the building itself, will disable the shield. Note that {{Hover title|Version/1.6.4630|as of the time of writing}}, projectiles [[unique weapons]] with the [[EMP rounds]]{{OdysseyIcon}} trait do not disable the shield when striking it. It is currently unknown whether this is intended or considered a bug. It is also currently unknown if striking the building disables the shield.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Projectiles that the shield type does not stop, such as [[EMP shell]]s, will not have any effect when crossing the shield, nor does an EMP's area of effect overlapping with the projected shield - a projectile must be intercepted or the EMP damage must be dealt to the structure itself. The shield will be disabled for {{ticks|1080}} when hit by an EMP from any source.{{Check Tag|Scale with EMP damage?|E.g. EMP launcher of dif qualities hitting the emitter}} EMPing a mech low-shield will not wake up a dormant mech cluster.{{Check Tag|Verify|Verify core idea, and then also check that getting a mech hit with the EMP radius doens't trigger wake now that it detonates on the edge - if the first is true but the second triggers wake, note specifically}}&amp;lt;!--However, disabling a low-shield with an [[EMP shell]] requires hitting the low-shield emitter with the explosion of the mortar shell. Since EMP shells have a large area of effect, it is very likely that other buildings or mechanoids would be affected by the EMP, which would awaken the cluster.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Low-shields will continuously project their shield without material or power requirements from the cluster. Every 10 days, the shield projector will be disabled for a 24 hour charge cycle. The projector will automatically re-enable itself after the charge cycle is complete. Once the cluster is defeated, they will be permanently disabled.&lt;br /&gt;
&lt;br /&gt;
When deconstructed, they are a valuable source of [[shield core]]s needed to create [[low-shield pack]]s.&lt;br /&gt;
&lt;br /&gt;
They not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General stub - current is just a couple of very  rough suggestions. also specific attention to how to adapt to and use the explosions on the edge - soemtiems you change positions and sometiems it means you use a large AOE to still hit the target.}}&lt;br /&gt;
=== Countering ===&lt;br /&gt;
Low shields can be countered fairly easily by throwing [[EMP grenades]] or firing an [[EMP launcher]] at the shield border. Each time the shield intercepts an EMP grenade or projectile, it will be disabled for {{ticks|1080}}. Disabling the shield will allow pawns to engage targets inside the shield's radius without the shield intercepting their projectiles.&lt;br /&gt;
&lt;br /&gt;
Low shields can also be countered by ordering pawns to enter the radius of the shield. Projectiles fired from inside the shield boundary will not be intercepted. Once inside the shield boundary, the emitter itself is also vulnerable to EMP explosions. EMP grenades thrown inside the shield boundary will explode normally, and if the explosion hits the emitter, the shield will be disabled.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting ===&lt;br /&gt;
&lt;br /&gt;
Doesn't work against the mechanoid hive faction, of which it is a part. Can be exploited to work as a defensive shield by keeping any key component of its associated mech cluster alive.&lt;br /&gt;
&lt;br /&gt;
Additionally, with gravships, it is possible to obtain a claimable, ''active'' mech low-shield by causing a mech cluster to land on gravship substructure and destroying the landing map (the tile of landing appears significant, multiple jumps does not appear to work) while carrying the mech low-shield with the gravship to a new map without any structures that must be normally defeated for mech low-shield deactivation.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Implement mech shield generator charge cycle. Shields now go down for a random day every 10 days. Now shuts down when the cluster is defeated.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Renamed from '''bullet shield''' to '''mech low-shield'''.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Explosive projectiles disappear when impacting a shield. They now detonate when impacting.&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[Skipshield]] - A 6th level psycast with that stops all incoming and outgoing ground-level ranged attacks in a smaller radius and short duration&lt;br /&gt;
* [[Low-shield pack]] - a [[utility]] item that stops all incoming ground-level ranged attacks in a smaller radius and short duration &lt;br /&gt;
* [[Mech high-shield]] - a [[mechanoid cluster]] building that produces a similar effect in size and duration, but tuned to mortar rounds, [[orbital bombardment targeter|orbital bombardments]], and [[Permits|aerodrone strikes]] only.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoid Cluster]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181183</id>
		<title>Randy Random</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=181183"/>
		<updated>2026-06-27T04:31:53Z</updated>

		<summary type="html">&lt;p&gt;Niruase: Style guide capitalization fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Randy Random&lt;br /&gt;
| image = Randy.png&lt;br /&gt;
| description = Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Randy Random''' is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his [[Raid_points|raid Points]] by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.&lt;br /&gt;
&lt;br /&gt;
In the long-term, Randy will average about as many threats sent as Cassandra.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Randy produces more erratic gameplay than Cassandra and Phoebe. Because Randy can apply a random raid size multiplier ranging from 0.5 to 1.5, the raid difficulty progression under Randy can appear inconsistent. His lack of on/off cycles and a cooldown for major threats allows him to generate periods both more intense and more Peaceful then Cassandra and Phoebe possibly could.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
&lt;br /&gt;
Randy fires events at an average of 1.35 a day. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. &lt;br /&gt;
&lt;br /&gt;
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;1&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;maxThreatBigIntervalDays&amp;gt;13&amp;lt;/maxThreatBigIntervalDays&amp;gt;&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;1.35&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
 &amp;lt;categoryWeights&amp;gt;&lt;br /&gt;
  &amp;lt;Misc&amp;gt;3.5&amp;lt;/Misc&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatBig&amp;gt;1.4&amp;lt;/ThreatBig&amp;gt;&lt;br /&gt;
  &amp;lt;OrbitalVisitor&amp;gt;1.1&amp;lt;/OrbitalVisitor&amp;gt;&lt;br /&gt;
  &amp;lt;FactionArrival&amp;gt;2.4&amp;lt;/FactionArrival&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatSmall&amp;gt;0.6&amp;lt;/ThreatSmall&amp;gt;&lt;br /&gt;
  &amp;lt;ShipChunkDrop&amp;gt;0.22&amp;lt;/ShipChunkDrop&amp;gt;&lt;br /&gt;
 &amp;lt;/categoryWeights&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;randomPointsFactorRange&amp;gt;0.5~1.5&amp;lt;/randomPointsFactorRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Randy's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=181182</id>
		<title>Phoebe Chillax</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoebe_Chillax&amp;diff=181182"/>
		<updated>2026-06-27T04:30:28Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Full section revision for coherence and evidentiary analysis on comparison with Randy/Cassandra. Last paragraph out of scope for this revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Phoebe Chillax&lt;br /&gt;
| image = Phoebe.png&lt;br /&gt;
| description = Phoebe gives lots of time between disasters to relax and build your colony. But beware - if she's set at a high challenge scale, she'll hit as hard as anyone.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Phoebe Chillax''' is a storyteller whose main characteristic is the long break between challenges, leaving the player with enough time to rest and recover after an event, and live without much to worry about. This gives new players a more relaxed experience to get familiar with the game. However, long breaks between raids can lead to surprising spikes of difficulty.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Of the storytellers, Phoebe sends the least in terms of [[Major threat|major threats]]. Her 16 day threat cycle means that she can never send 2 raids in quick succession, always taking anywhere from 8 to 24 days between major threats. While her description says she will &amp;quot;hit as hard as anyone&amp;quot;, this is in the sense that major threats will be sent at the same [[Raid points|raid points]] as Cassandra and the same ''average'' size as Randy.&lt;br /&gt;
&lt;br /&gt;
Cassandra is a strictly more difficult storyteller. She sends major threats of the same size but on a more frequent 10.6 day cycle, and is able to send 2 major threats in a single on cycle.&lt;br /&gt;
&lt;br /&gt;
Randy is more difficult on average. He sends major threats at a strictly higher frequency, though it is occasionally possible for Randy to generate a period of lower major threat intensity than Phoebe by rolling a weak raid.&lt;br /&gt;
&lt;br /&gt;
Phoebe may be uniquely difficult as her less frequent major threats may cause overestimation of the colony's defenses: different major threat, even using the same threat calculations may vary in practical difficulty. For example, a [[Manhunter pack|manhunter pack]] is generally much less difficult than a [[Raid#&amp;quot;Drop right on top of you&amp;quot; drop pods|center drop]].&lt;br /&gt;
&lt;br /&gt;
When playing with Phoebe, in the beginning its always likely to gain one or two more colonists, typically a wanderer. A trade caravan or two shall also arrive before completing a full season (15 days).&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Phoebe's cycle begins on day 13 in her 8 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase there is always 1 major threat sent. Phoebe alternates between 8 day &amp;quot;On&amp;quot; phases and 8 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Phoebe always begins the first &amp;quot;On&amp;quot; phase on day 13 and the first &amp;quot;Off&amp;quot; phase begins on day 21. Rimworld days begin at hour 6.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 13 || style=&amp;quot;text-align:right&amp;quot; | 21&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 29 || style=&amp;quot;text-align:right&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 45 || style=&amp;quot;text-align:right&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 61 || style=&amp;quot;text-align:right&amp;quot; | 69&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 77 || style=&amp;quot;text-align:right&amp;quot; | 85&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 93 || style=&amp;quot;text-align:right&amp;quot; | 101&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 109 || style=&amp;quot;text-align:right&amp;quot; | 117&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 125 || style=&amp;quot;text-align:right&amp;quot; | 133&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 141 || style=&amp;quot;text-align:right&amp;quot; | 149&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 157 || style=&amp;quot;text-align:right&amp;quot; | 165&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | Previous +16 || style=&amp;quot;text-align:right&amp;quot; | Previous +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;13.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;8&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;8&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~1&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoebe was originally called &amp;quot;Phoebe Friendly&amp;quot;,&amp;lt;ref&amp;gt;Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/ Phoebe Friendly’s portrait], January 17th, 2014&amp;lt;/ref&amp;gt; and her pet is called &amp;quot;Muad’Dib&amp;quot;.&amp;lt;ref&amp;gt;&amp;quot;We call it Muad’Dib &amp;lt;span class=&amp;quot;mw-no-invert&amp;quot;&amp;gt;😀&amp;lt;/span&amp;gt;&amp;quot; - Tynan Sylvester, [https://ludeon.com/blog/2014/01/phoebe-friendlys-portrait/#comment-6820 Ludeon blog comment], January 17th, 2014&amp;lt;/ref&amp;gt; The name is a reference to [https://en.wikipedia.org/wiki/Dune_(novel) Dune].&lt;br /&gt;
&lt;br /&gt;
Phoebe's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=181181</id>
		<title>AI Storytellers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=181181"/>
		<updated>2026-06-27T03:51:00Z</updated>

		<summary type="html">&lt;p&gt;Niruase: Game terminology adherence and typographical fixes&lt;/p&gt;
&lt;hr /&gt;
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{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The '''AI storyteller''' is the main mechanism used to determine game difficulty and play style. There are currently three presets for narrative settings. Each preset features different raid frequencies and an eponymous cartoon mascot. The player must choose either '''Cassandra Classic, Phoebe Chillax, or Randy Random''' to act as their &amp;quot;unseeable God.&amp;quot; They will periodically&lt;br /&gt;
create [[events]] for your colony, including [[Raid|raids]], [[Cargo pods|cargo pods]], and [[Manhunter pack|manhunter packs]]. &lt;br /&gt;
The AI Storyteller does not have an in-game body, location, or manifestation; it is just a name given to describe game settings.&lt;br /&gt;
&lt;br /&gt;
Your choice of storyteller sets the tone for your colony—a more benevolent storyteller like Phoebe will send trade caravans or helpful travelers after hitting your colony hard with a tough raid.&lt;br /&gt;
&lt;br /&gt;
The frequency and type of storyteller events are based on a number of factors. Colony wealth, building wealth, colonists count, animal count, if a colonist has died or been severely wounded recently, and how long it has been since the last major event are all considered before a storyteller event occurs. &lt;br /&gt;
&lt;br /&gt;
The difficulty is adjusted separately from the storyteller, however, some storytellers are less merciful than others. Both difficulty and storyteller are changeable mid-game from the Settings Menu, with no downside or penalty.&lt;br /&gt;
&lt;br /&gt;
== Current AI storytellers == &lt;br /&gt;
[[File:Cassandra.png|left|175px|link=Cassandra_Classic]]&amp;lt;big&amp;gt;'''[[Cassandra Classic]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Cassandra creates story events on a classic increasing curve of challenge and tension.&amp;lt;br/&amp;gt;She'll push you with dangerous events, then give breathing room, then come back to push once more.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Phoebe.png|left|175px|link=Phoebe_Chillax]]&amp;lt;big&amp;gt;'''[[Phoebe Chillax]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Phoebe gives lots of time between disasters to build your colony.&amp;lt;br/&amp;gt;But beware - at high difficulties, she'll hit as hard as anyone.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Randy.png|left|175px|link=Randy_Random]]&amp;lt;big&amp;gt;'''[[Randy Random]]'''&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;''Randy doesn't follow rules.&amp;lt;br/&amp;gt;He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Warning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you.&amp;lt;br/&amp;gt;It makes for high drama - and unavoidable sacrifices.''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Difficulties ==&lt;br /&gt;
There are 6 default difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Difficulty !! In-game description&lt;br /&gt;
|- id=&amp;quot;Peaceful&amp;quot;&lt;br /&gt;
! Peaceful &lt;br /&gt;
| Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur. &lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who want to learn the game mechanics with minimal pressure.&lt;br /&gt;
* Players who just want to build.&lt;br /&gt;
* Players who just want to relax.&lt;br /&gt;
|- id=&amp;quot;Community builder&amp;quot;&lt;br /&gt;
! Community builder &lt;br /&gt;
| Build a community with a taste of danger. Threats appear, but they're weakened.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Players who are new to this kind of game.&lt;br /&gt;
* Players who want to build a perfect colony.&lt;br /&gt;
* Players who want to relax.&lt;br /&gt;
|- id=&amp;quot;Adventure story&amp;quot;&lt;br /&gt;
! Adventure story &lt;br /&gt;
| There's room to grow and thrive, but it's still a dangerous planet.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced strategy gamers on their first game of RimWorld.&lt;br /&gt;
* Experienced RimWorld players who want some breathing room to pursue funny or weird goals.&lt;br /&gt;
|- id=&amp;quot;Strive to survive&amp;quot;&lt;br /&gt;
! Strive to survive &lt;br /&gt;
| Strive to survive on a rough, tough planet. There will be triumph and tragedy.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want a rough story requiring skill to survive.&lt;br /&gt;
|- id=&amp;quot;Blood and dust&amp;quot;&lt;br /&gt;
! Blood and dust &lt;br /&gt;
| Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to struggle to survive.&lt;br /&gt;
|- id=&amp;quot;Losing is fun&amp;quot;&lt;br /&gt;
! Losing is fun &lt;br /&gt;
| This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.&lt;br /&gt;
Recommended for:&lt;br /&gt;
* Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.&lt;br /&gt;
* Lovers of tragedy.&lt;br /&gt;
* Digital masochists.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each difficulty works by changing the values of each setting, displayed down below. Using the Custom difficulty will allow you to change each setting yourself. The default values are based on the &amp;quot;Strive to survive&amp;quot; difficulty level, where most values are at 1.0, or 100%. When creating a custom difficulty, you can use the &amp;quot;Set to Standard Playstyle&amp;quot; button to change the values to one of the 6 default difficulties.&lt;br /&gt;
&lt;br /&gt;
=== Commitment mode=== &lt;br /&gt;
When creating a game, the player must choose between &amp;quot;Commitment&amp;quot; and &amp;quot;Reload anytime&amp;quot; mode. Unlike storyteller and difficulty, '''this cannot be changed after game creation'''. If desired, you can disable (or enable) commitment mode by [[Permadeath save conversion guide|editing the save file]].&lt;br /&gt;
&lt;br /&gt;
With reload anytime, you can save and reload the game as you wish. Good if you're still learning the game, if you intend to self-enforce commitment mode, or if you want to have a more relaxed experience. RimWorld is a single player game - nobody will judge you for playing with saves.&lt;br /&gt;
&lt;br /&gt;
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes. When the entire colony dies, but ''only'' when the entire colony dies, [[Endings#Colony End|that's it]]. This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact. (Note: this can be dangerous if you use lots of mods - if something soft-locks, you cannot go back to an earlier save to avoid the situation!)&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Threats ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust || style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Threat scale&amp;quot;&lt;br /&gt;
! Threat scale          &lt;br /&gt;
| Adjust the size of threats like raids (using [[raid points]]) and infestations, and the difficulty of quests. || 0% - 500% || 10% || 30% || 60% || 100% || 155% || 220%&lt;br /&gt;
|- id=&amp;quot;Major threats&amp;quot;&lt;br /&gt;
! Major threats         &lt;br /&gt;
| Allow major threats such as [[raids]], [[infestation]]s, manhunter packs, crashed mechanoid ships and more.|| Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Quests threats&amp;quot;&lt;br /&gt;
! Quests threats        &lt;br /&gt;
| Allow quests to present with violent threats and challenges. If this is disabled, quests will be modified to be non-violent. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Introthreats&amp;quot;&lt;br /&gt;
! Intro threats         &lt;br /&gt;
| Enable the fixed intro threats that appear near game start. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Predators hunt humans &amp;quot;&lt;br /&gt;
! Predators hunt humans &lt;br /&gt;
| Allow wild predators to hunt humans. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Extreme weather&amp;quot;&lt;br /&gt;
! Extreme weather       &lt;br /&gt;
| Allow extreme weather incidents such as [[Events#Toxic Fallout|toxic fallout]], [[Events#Volcanic Winter|volcanic winters]] and [[Events#Flashstorm|flashstorms]]. || Toggle || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Harvest yield&amp;quot;&lt;br /&gt;
! Harvest yield              &lt;br /&gt;
| Adjust the amount of materials produced when harvesting [[plants]] and crops. This includes harvesting plants and cutting [[trees]]. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield               &lt;br /&gt;
| Adjust the amount of materials produced when mining. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 80%&lt;br /&gt;
|- id=&amp;quot;Butchering yield&amp;quot;&lt;br /&gt;
! Butchering yield           &lt;br /&gt;
| Adjust the amount of materials produced when butchering. This includes [[meat]], [[leather]], and yield from shredding [[mechanoids]]. || 0% - 500% || 100% || 100% || 100% || 100% || 90% || 80%&lt;br /&gt;
|- id=&amp;quot;Research speed&amp;quot;&lt;br /&gt;
! Research speed             &lt;br /&gt;
| Adjust the speed of research. || 0% - 500% || 120% || 120% || 100% || 100% || 95% || 90%&lt;br /&gt;
|- id=&amp;quot;Quest rewards&amp;quot;&lt;br /&gt;
! Quest rewards              &lt;br /&gt;
| Adjust the value of rewards given for quests. Note: Quest reward value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Raid loot&amp;quot;&lt;br /&gt;
! Raid loot                  &lt;br /&gt;
| Adjust the value of loot carried by raiders. Note: Raid loot value is also automatically scaled to compensate for threat scale. If you adjust this setting, you'll be adding an additional multiplier. || 0% - 500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Trade price disadvantage&amp;quot;&lt;br /&gt;
! Trade price disadvantage   &lt;br /&gt;
| When trading, buy prices are increased by this amount while sell prices are reduced by this amount. || 0% - 50% || 0% || 0% || 0% || 0% || 10% || 20%&lt;br /&gt;
|- id=&amp;quot;Turret rearm cost&amp;quot;&lt;br /&gt;
! Turret rearm cost          &lt;br /&gt;
| Adjust the cost of rearming turrets. || 1% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Scaria rot chance&amp;quot;&lt;br /&gt;
! Scaria rot chance          &lt;br /&gt;
| The probability that a corpse will immediately rot upon death, if the creature has the [[scaria]] disease. Note: The default settings are designed to exactly balance out the increase in animal count at higher difficulties, so all players get the same meat rewards. || 0% - 100% || 0% || 0% || 33% || 60% || 74% || 82%&lt;br /&gt;
|- id=&amp;quot;Enemy death on downed&amp;quot;&lt;br /&gt;
! Enemy death on downed      &lt;br /&gt;
| Adjust the [[Downed#Death on down|extra chance]] that an enemy will immediately die when downed. This affects the chances to take prisoners, and thus colony population growth rates. || 0% - 100% || 50% || 90% || 100% || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Colonist mood&amp;quot;&lt;br /&gt;
! Colonist mood                  &lt;br /&gt;
| A permanent mood offset applied to every colonist and prisoner. Colonists have a base mood of 50%. || -20 - +20 || +10 || +10 || +5 || +0 || -5 || -10&lt;br /&gt;
|- id=&amp;quot;Food poison chance&amp;quot;&lt;br /&gt;
! Food poison chance             &lt;br /&gt;
| Adjust the chance that a person will get [[food poisoning]] from eating a potentially-poisoned meal. || 0% - 500% || 30% || 50% || 75% || 100% || 110% || 120%&lt;br /&gt;
|- id=&amp;quot;Animal revenge chance&amp;quot;&lt;br /&gt;
! Animal revenge chance          &lt;br /&gt;
| Adjust the chance that injuring a wild animal will cause it to attack. || 0% - 500% || 25% || 100% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Infection chance&amp;quot;&lt;br /&gt;
! Infection chance               &lt;br /&gt;
| Adjust the chance that a wound will become [[Infection|infected]]. || 0% - 500% || 30% || 50% || 75% || 100% || 100% || 110%&lt;br /&gt;
|- id=&amp;quot;Disease frequency&amp;quot;&lt;br /&gt;
! Disease frequency              &lt;br /&gt;
| Adjust the frequency of random [[disease]] events. || 0% - 500% || 33% || 40% || 67% || 100% || 105% || 111%&lt;br /&gt;
|- id=&amp;quot;Insect spawning rate&amp;quot;&lt;br /&gt;
! Insect spawning rate           &lt;br /&gt;
| Adjust the rate at which existing insect [[hive]]s spawn new [[insects]]. Lower values means more time between spawn events. This does not affect whether infestations can occur - only the speed at which active hives produce insects. || 0% - 500% || 10% || 15% || 50% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Deep drilling infestations&amp;quot;&lt;br /&gt;
! Deep drilling infestations     &lt;br /&gt;
| Adjust the chance that [[deep drill]]ing will trigger an [[infestation]]. || 0% - 500% || 0% || 25% || 75% || 100% || 110% || 130%&lt;br /&gt;
|- id=&amp;quot;Friendly fire&amp;quot;&lt;br /&gt;
! Friendly fire                  &lt;br /&gt;
| Adjust the chance of [[friendly fire]]. Note: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 40%&lt;br /&gt;
|- id=&amp;quot;Colonist instant kills&amp;quot;&lt;br /&gt;
! Colonist instant kills         &lt;br /&gt;
| Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead. This only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|- id=&amp;quot;Map generation ancient threats&amp;quot;&lt;br /&gt;
! Map generation ancient threats &lt;br /&gt;
| [[Ancient shrine|Ancient structures]] may contain [[mechanoids|dangerous]] [[insectoids|threats]]. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|- id=&amp;quot;Map generation natural hives&amp;quot;&lt;br /&gt;
! Map generation natural hives   &lt;br /&gt;
| Dormant insect [[hive]]s may spawn in natural caves. This setting only applies to map generation and does not affect active insects that may tunnel in during play. || Toggle || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player tools ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Player can build spike traps&amp;quot;&lt;br /&gt;
! Player can build spike traps &lt;br /&gt;
| Player can build traps like [[spike trap]]s and [[IED trap]]s. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build turrets&amp;quot;&lt;br /&gt;
! Player can build turrets &lt;br /&gt;
| Player can build static turrets like [[mini-turret]]s, [[autocannon turret]]s, and [[uranium slug turret]]s. You can still use captured turrets even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Player can build mortars&amp;quot;&lt;br /&gt;
! Player can build mortars &lt;br /&gt;
| Player can build mortars. You can still use captured mortars even if this is disabled. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot;| {{Check}}&lt;br /&gt;
|- id=&amp;quot;Classic mortars&amp;quot;&lt;br /&gt;
! Classic mortars &lt;br /&gt;
| Mortars will not require [[reinforced barrel]]s to construct or reload, and are balanced for this ease of access.&lt;br /&gt;
With &amp;quot;Classic Mortars&amp;quot;, mortars are as they were before 1.3. Namely:&lt;br /&gt;
* The barrel need not be changed every 20 shots.&lt;br /&gt;
* Reinforced barrels are removed from the recipe and game.&lt;br /&gt;
* Forced miss radius increased from 9 to 13.&lt;br /&gt;
* [[Steel]] cost of all mortar shells increased by 10.&lt;br /&gt;
Note that the [[Mortar Miss Radius Multiplier]] still applies with this setting applied.&lt;br /&gt;
| Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adaptation ===&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Adaptation growth rate&amp;quot;&lt;br /&gt;
! Adaptation growth rate &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how fast the adaptation score grows over time. || 0% - 100% || 0% || 25% || 75% || 100% || 100% || 100%&lt;br /&gt;
|- id=&amp;quot;Adaptation impact&amp;quot;&lt;br /&gt;
! Adaptation impact  &lt;br /&gt;
| Adaptation means the storyteller makes the game more challenging when you're doing well. An adaptation score grows over time, and is knocked down when you take damage. This setting adjusts how much the adaptation score affects the difficulty. || 0% - 100% || 100% || 100% || 100% || 90% || 70% || 40%&lt;br /&gt;
|- id=&amp;quot;Wealth-independent progress mode&amp;quot;&lt;br /&gt;
! Wealth-independent progress mode &lt;br /&gt;
| Play in a wealth-independent progress mode. In normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Wealth-independent mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony. This is only recommended for those looking for a strict skill challenge. In wealth-independent mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Years until maximum threat&amp;quot;&lt;br /&gt;
! Years until maximum threat &lt;br /&gt;
| The number of game years until the wealth-independent mode reaches its maximum threat level. Note that the storyteller will still scale threats according to colonist count and a variety of other factors. || 1 - 20 || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Low pop conversion boost&amp;quot;&lt;br /&gt;
! Low pop conversion boost &lt;br /&gt;
| With a single colonist of the player's starting [[ideoligion]], conversion chance to their ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount. With two colonists of the player's starting ideoligion, the effect is halved. With three or more colonists of the player's starting ideoligion, this has no effect. || x100% - x500% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 300%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Biotech ===&lt;br /&gt;
{{Biotech|section=1|No category}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Wastepack cocoon infestation&amp;quot;&lt;br /&gt;
! Wastepack cocoon infestation&lt;br /&gt;
| Adjust the chance that a dissolved wastepack will trigger the arrival of insect cocoons. || 0% - 500% || 0% || 25% || 50% || 100% || 150% || 200%&lt;br /&gt;
|- id=&amp;quot;Babies always healthy&amp;quot;&lt;br /&gt;
! Babies always healthy&lt;br /&gt;
| Human babies are always born healthy.&amp;lt;br&amp;gt;Mothers can't die in childbirth or have miscarriages. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Disable children&amp;quot;&lt;br /&gt;
! Disable children&lt;br /&gt;
| Humans can't become pregnant. Human babies and children will never appear unless you choose them as starting colonist. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child enemies&amp;quot;&lt;br /&gt;
! Child enemies&lt;br /&gt;
| Hostile raids will sometimes include children. Disabling child enemies will not stop pregnant raiders from spawning. || Toggle || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Child aging rate&amp;quot;&lt;br /&gt;
! Child aging rate&lt;br /&gt;
| Adjust the rate at which babies and children will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 400%&lt;br /&gt;
|- id=&amp;quot;Adult aging rate&amp;quot;&lt;br /&gt;
! Adult aging rate&lt;br /&gt;
| Adjust the rate at which adults will age. || 100% - 600% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These settings determine if the [[Void monolith]] spawns and how [[Anomaly]] threats are treated by the Storyteller.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width=600&amp;quot;&lt;br /&gt;
|- id=&amp;quot;Monolith setting&amp;quot;&lt;br /&gt;
! Monolith setting !! In-game description&lt;br /&gt;
|- id=&amp;quot;Standard with monolith&amp;quot;&lt;br /&gt;
! Standard with monolith&lt;br /&gt;
| The standard Anomaly experience. Anomaly threats are linked to the activation of the void monolith. &lt;br /&gt;
|- id=&amp;quot;Ambient horror&amp;quot;&lt;br /&gt;
! Ambient horror&lt;br /&gt;
| The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. Note: The monolith endgame cannot occur in this mode.&lt;br /&gt;
|- id=&amp;quot;Anomaly incidents disabled&amp;quot;&lt;br /&gt;
! Anomaly incidents disabled&lt;br /&gt;
| Anomaly threats do not occur. Good if you don't want to interact with most Anomaly expansion content.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Standard with monolith options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats inactive&amp;quot;&lt;br /&gt;
! Anomaly threats inactive&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is not active. Only certain minor Anomaly incidents can occur when the monolith is inactive. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Anomaly threats active&amp;quot;&lt;br /&gt;
! Anomaly threats active&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related when the monolith is active. The percentage of major threats that are Anomaly related when the monolith is at levels 2, 3, and 4 is this setting multiplied by 1.5x || 0%-100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ambient horror options ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Options !! style=&amp;quot;width:750px;&amp;quot; | Description !! style=&amp;quot;width:150px;&amp;quot; | Value options !! style=&amp;quot;width:150px;&amp;quot; | Peaceful !! style=&amp;quot;width:150px;&amp;quot; | Community builder !! style=&amp;quot;width:150px;&amp;quot; | Adventure story !! style=&amp;quot;width:150px;&amp;quot; | Strive to survive !! style=&amp;quot;width:150px;&amp;quot; | Blood and dust !! style=&amp;quot;width:150px;&amp;quot; | Losing is fun&lt;br /&gt;
|- id=&amp;quot;Anomaly threats&amp;quot;&lt;br /&gt;
! Anomaly threats&lt;br /&gt;
| Adjust the percentage of major threats that will be Anomaly-related. || 0% - 100% || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;border-style: none none none none;&amp;quot; | {{Cross}}&lt;br /&gt;
|- id=&amp;quot;Study efficiency&amp;quot;&lt;br /&gt;
! Study efficiency&lt;br /&gt;
| Adds a multiplier to how much research is gained when studying unnatural entities. || 0% - 500% || 200% || 120% || 100% || 100% || 90% || 80%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== New colonist events ===&lt;br /&gt;
The formula that calculates the odds of random events that add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include &amp;quot;[[Events#Refugee Chased at .28Settlement.29|refugee chased]]&amp;quot;, &amp;quot;[[Events#Transport pod crash|transport pod crash]]&amp;quot;, &amp;quot;[[Events#Wanderer joins|wanderer joins]]&amp;quot; and &amp;quot;[[Events#Wild .28wo.29man wanders in|wild (human) wanders in]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. &amp;lt;!-- This is the URL of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --&amp;gt; To summarize these findings: There is a new variable, &amp;quot;PopulationIntent,&amp;quot; which replaces the old variables &amp;quot;desiredPopulationMin,&amp;quot; &amp;quot;desiredPopulationMax&amp;quot; and &amp;quot;desiredPopulationCritical.&amp;quot; It controls the odds of colonist-adding incidents happening on a particular map. The odds based on the time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;font-size:13px&amp;quot;;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''PopulationIntent (from StorytellerDef):&amp;lt;br&amp;gt;&lt;br /&gt;
  populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''minIncChancePopulationIntentFactor&amp;lt;br&amp;gt;&lt;br /&gt;
  Default = 0.05 (from C#)&amp;lt;br&amp;gt;&lt;br /&gt;
  Randy   = 0.20 (from StorytellerDef)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFactor_PopulationIntent (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  None           = 1&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseHard   = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseEasy   = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFinal (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 5 Population (PopulationIntent = 1.0)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - They are the same, because of the high PopulationIntent.&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 20+ Population (PopulationIntent = -1.0):''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.&lt;br /&gt;
&lt;br /&gt;
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much rarer at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).&lt;br /&gt;
&lt;br /&gt;
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.&lt;br /&gt;
&lt;br /&gt;
Also, you can check the table for the PopulationIntent from the &amp;quot;debug logging menu&amp;quot; while in dev mode. Search for the population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations &amp;gt; 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:&lt;br /&gt;
&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;0,  8.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1,  2.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5,  1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9,  0.4&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;12, 0.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;20,-1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;/populationIntentFactorFromPopCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;( 0, 0)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(10, 1.00)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
     ''&amp;lt;/populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further investigation and updates are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The &amp;quot;Losing is fun&amp;quot; difficulty is a reference to the game ''Dwarf Fortress'', which also happens to be that game's tagline. More specifically, it refers to ''Dwarf Fortress'' lacking a definite ending, as the game will end with the player losing no matter how skilled they are.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.254B|0.0.254B]] - Added Chill Callie Classic [[storyteller]]. Rebalanced Cassandra’s raiders to not send advanced enemies too early, and to pace them a bit slower.&lt;br /&gt;
* [[Version/0.1.334|00.1.334]] - Kassandra renamed to Cleopatra.&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] - Storytellers now focus on wealth and let you recover from serious damage.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Storytellers no longer entirely disallow events because of population. Randy’s event chances are affected by population (somewhat). Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Permadeath mode added -  One save file, save on quit or autosave only. &lt;br /&gt;
* The names of the difficulty levels were changed from 1.0 to:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Builder&lt;br /&gt;
** Medium&lt;br /&gt;
** Rough&lt;br /&gt;
** Savage&lt;br /&gt;
** Merciless&lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fix: Storyteller incorrectly adjusts trader frequency in relation to ally count.&lt;br /&gt;
* [[Version/0.14.1238|0.14.1238]] - Phoebe’s random incidents density reduced. Previously the same as Cassandra’s, which conflicted with Phoebe supposedly giving more breathing space between events.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Reduced event density on Randy Random from 1.5x that of Cassandra to about the same as Cassandra. The combination and distribution of events is still very different from Cassandra. [[Toxic fallout]], [[flashstorm]] and [[volcanic winter]] are now disabled in Free Play difficulty.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - they have changed again to the following:&lt;br /&gt;
** Peaceful&lt;br /&gt;
** Community builder&lt;br /&gt;
** Adventure story&lt;br /&gt;
** Strive to survive&lt;br /&gt;
** The price of survival is blood&lt;br /&gt;
** Losing is fun&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;quot;The price of survival is blood&amp;quot; was changed to Blood and Dust.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Custom playstyle system added. You can now select a new custom playstyle setting. This opens up a new menu that allows you to customize a large number of different settings exactly as you prefer.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Rename &amp;quot;fixed wealth&amp;quot; mode to &amp;quot;wealth-independent&amp;quot; mode, and give the player a slider to control how many years until this mode delivers its maximum threat level.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Turret ammo cost is no longer factored by difficulty.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Renamed &amp;quot;child raiders&amp;quot; storyteller setting to &amp;quot;child enemies&amp;quot; to be more accurate. Allow modifying the “child aging rate” and “babies are healthy” storyteller settings even if children are disabled, in case there are already children in the game. Fix: Wastepack cocoon infestation storyteller setting appearing in the wrong spot.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Butcher yield storyteller setting affecting &amp;quot;make any stone blocks&amp;quot; bill yield.&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_mech_cluster_targeter&amp;diff=181179</id>
		<title>Orbital mech cluster targeter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_mech_cluster_targeter&amp;diff=181179"/>
		<updated>2026-06-26T23:53:15Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Summary */ Removed rogue reference to &amp;quot;waist&amp;quot; apparel part; Addressed raid point independence per stub thing and removed stub prompt; Added stub prompt as there are at least 2 mech cluster types; Corrected hyphen misuse.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}} &lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Orbital mech cluster targeter&lt;br /&gt;
| image = OrbitalMechClusterTargeter.png&lt;br /&gt;
| description =An ancient military targeting device. It signals an orbital platform to drop a mechanoid combat cluster at the targeted point. The cluster may include any mixture of mechanoids and mech defense structures.&amp;lt;Br&amp;gt;Though they may have once had some allegiance to the ancient army that created this unit, any mechs dropped now will indiscriminately attack any human they see - including the one that summoned them.&amp;lt;Br&amp;gt;The unit only contains one usage code, so it can only be used once.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| mass base = 0.2&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;
| tradeTags = ExoticMisc&lt;br /&gt;
| tradeability = Sellable&lt;br /&gt;
| thingSetMakerTags = SingleUseWeapon&lt;br /&gt;
}}&lt;br /&gt;
The '''Orbital mech cluster targeter''' is a powerful single-use [[utility]] item that calls a [[mechanoid cluster]] down on the targeted location. These [[mechanoids]] are not allied to the user in any way, and behave as normal mechanoids do.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Orbital mech cluster targeters cannot be crafted, acquired through trade, or from quests. They can only be found in [[ancient shrine]]s and [[Hermetic_crate|Odyssey ruin hermetic crates]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=More detail needed inc. What point value do they use? Does the mech cluster behave like storyteller mech clusters or quest mech clusters, or neither?}}&lt;br /&gt;
When equipped, an orbital mech cluster targeter is worn in the [[Utility|utility slot]]. Pawns that are incapable of violence can equip, but not use, the targeter. Once the wearer is [[draft]]ed, it can be manually activated by the player to target a tile within 45 tiles and within [[line of sight]]. It can be targeted under roofs of all types but pods landing on overhead mountain will cause cave-ins and create [[collapsed rocks]], destroying the pod and its occupants in the process.&lt;br /&gt;
&lt;br /&gt;
After a 3s warm-up, a [[mechanoid cluster]] will spawn in the targeted area independent of major threat scaling. The warmup time before firing is affected by the [[Aiming Time]] stat of the wearer. This cluster is identical to other clusters but will never spawn with a [[condition causer]]. The [[mechanoids]] within are not allied to the user in any way, and behave as normal mechanoids do. They will be hostile to everyone except other mechanoids.&lt;br /&gt;
&lt;br /&gt;
The targeter cannot be recharged or refueled—once its single charge is expended, the item is completely destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Essentially missing analysis}}&lt;br /&gt;
They are in every way a mech cluster you can summon, with all the help and hindrance that can bring. Use with caution and remember it does not help against other mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Proxy warfare ===&lt;br /&gt;
When used offensively, a mech cluster can be used in combination with a mortar to alleviate all risks of sieging an enemy settlement. The main trick is placing it in such a place where the defenders will attack the cluster instead of you. A similar tactic can be used defensively but runs a risk of an unfavorable condition causer.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Will no longer spawn a cluster with [[condition causer]].&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - New artwork for orbital targeters. Changed from a Weapon to a Utility item. Prior to this, like all ranged weapons it couldn't be used when the pawn was wearing a [[shield belt]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OrbitalTargeter.png|Old generic targeter sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Map&amp;diff=181056</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Map&amp;diff=181056"/>
		<updated>2026-06-23T01:51:44Z</updated>

		<summary type="html">&lt;p&gt;Niruase: Parallelize intro with other book type pages and also increase the intro's cohesion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also what does lack of quality and effect}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Map&lt;br /&gt;
| image = Map.png&lt;br /&gt;
| description = A map that shows the way to a location of interest.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| has quality = False&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Map&lt;br /&gt;
| thingSetMakerTags = RewardStandardMidFreq&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 = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Map''' are a type of [[book]] that provide [[recreation]] while always containing a [[quest]] that can be discovered while reading.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Maps, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Maps can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
As opposed to other books, maps have no [[quality]]. However, they are always guaranteed to contain a quest. Reading a map has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Once a quest from a map was triggered it can no longer happen again.&lt;br /&gt;
&lt;br /&gt;
Once a specific map had its quest trigger, it can no longer happen again. Such maps can still be read for recreation, contribute towards [[Reading_bonus|reading bonus]], and may be sold to traders. However, compared to other book types, reading them doesn't provide any bonus.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Maps always contain a quest, which can be useful for finding rare items. For example, the [[Quests#Planet sites|ancient mercenaries]] quest can help find [[unique weapon]]s, the [[alpha thrumbo]] quest is the only way to find alpha thrumbos at all, and [[ancient launch site]]s can be used to generate an [[ancient uplink|orbital quest]]. There is also a chance that the quest is a dud, e.g., a [[Quests#Bandit Camp|bandit camp]] or [[ancient complex]]{{IdeologyIcon}} without much useful loot.&lt;br /&gt;
&lt;br /&gt;
The quests can be quite distant. Since most quests have a time limit that begins once the quest is generated, it may be wise to prevent colonists from reading maps until the trip can be made quickly, e.g., with a [[gravship]] or [[passenger shuttle]]s. For the same reason, maps are not a priority to obtain in the early game due to the difficulty of standard travel.&lt;br /&gt;
&lt;br /&gt;
Maps have no particular advantage when compared to other types of books with a quest inside them.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Open east.png|East&lt;br /&gt;
Map Open north.png|North&lt;br /&gt;
Map Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Vertical east.png|East&lt;br /&gt;
Map Vertical north.png|North&lt;br /&gt;
Map Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Style_guide&amp;diff=181055</id>
		<title>RimWorld Wiki:Style guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:Style_guide&amp;diff=181055"/>
		<updated>2026-06-23T01:42:14Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* General text */ &amp;quot;e.g.&amp;quot; should not be followed by start-of-sentence capitalization. It is also not exempt from start-of-sentence capitalization itself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this style guide is to describe and clarify the standards used on this wiki to promote consistency across articles.&lt;br /&gt;
* This style guide is meant to make things easier for editors, not harder; and is not meant to impose personal preferences or extensive policies that would inhibit constructive edits and improvements.&lt;br /&gt;
* Guidelines at [https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia:Manual of Style] can usually be followed as good practices.&lt;br /&gt;
* New content added to this page should address a persistently recurring style issue.&lt;br /&gt;
* Any substantive edit to this page should reflect consensus. When in doubt, discuss first on the talk page.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
* The language used on this wiki is American English.&lt;br /&gt;
* Redirects with the British spelling of an existing page may be added. e.g. Armour, Defence tactics&lt;br /&gt;
&lt;br /&gt;
== Modded content ==&lt;br /&gt;
While modding is a huge part of the RimWorld community and we attempt to support the modding community via the relevant sections, generally, modded content should not be referenced in the main namespace  i.e. the articles about in-game content. This is for a number of reasons:&lt;br /&gt;
# It is outside the scope of the wiki - RimWorld Wiki covers vanilla RimWorld and references to modded content that they may or may not have might confuse readers. &lt;br /&gt;
# Every modlist is different - 10 RimWorld players might have 12 different modlists that all dramatically change the game balance. Mechanics, Analyses, Guides etc. must all have the same baseline to be meaningful or helpful. &lt;br /&gt;
# There's no way to be comprehensive. There are thousands of RimWorld mods and there is no way to feasibly cover them all. Attempting to do so would result in being unable to find relevant content as well as a fractured editor base killing real progress that would draw in further editing.&lt;br /&gt;
# A corollary of the previous. As there are too many mods to cover, only a selection of mods could be covered which would make it a defacto endorsement of whichever were selected. This is inappropriate due to the risk of bias, both real or perceived, the risk of controversy, and potential for abuse by those with vested interests in the success or failure of particular mods.&lt;br /&gt;
&lt;br /&gt;
As with all rules exceptions can exist where it makes the Wiki better and does not have the issues above. Examples include covering mods that were explicitly and directly integrated into the vanilla game, e.g. Royal Beds and Vanilla Livestock Expanded but not those that simply have similar content e.g. mods that add [[wall torch lamp]]s before their addition to vanilla. These rules are guidelines, not gospel.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is also an exception in place to allow modded content on User pages. Note that this exception may be revoked if it is abused or it begins to interfere with the operation of the wiki. For example, linking to mods you've made would be fine. Attempting to build a parasite wiki for your mod inside the User space complete with properties and everything is not.&lt;br /&gt;
&lt;br /&gt;
== Page titles ==&lt;br /&gt;
Plural: Pages should be singular unless plural in-game (e.g. Frag grenades) or refer to a group of similar things (e.g. Trees).&lt;br /&gt;
&lt;br /&gt;
Capitalization:&lt;br /&gt;
;Page names that use sentence case:&lt;br /&gt;
* In-game items and features, e.g. Wood, Steel helmet, Muscle parasites, Advanced component, Learning helper&lt;br /&gt;
* General topics, e.g. Defense tactics, World generation&lt;br /&gt;
;Page names that use title case:&lt;br /&gt;
* AI storytellers, e.g. Randy Random&lt;br /&gt;
* Guides, e.g. Extreme Heat Guide&lt;br /&gt;
* Groups, e.g. Spacer Weapons &lt;br /&gt;
* Modding tutorials&lt;br /&gt;
* Stats (of items, structures, pawns), e.g. Deterioration Rate, Cover Effectiveness, Arrest Success Chance&lt;br /&gt;
* Semantic MediaWiki properties, e.g. Lives in Boreal Forest&lt;br /&gt;
* Concept pages&lt;br /&gt;
&lt;br /&gt;
== Page sections ==&lt;br /&gt;
* The first paragraph on a page constitutes the &amp;quot;lead section&amp;quot;. The lead section should not have a section header.&lt;br /&gt;
* Sections should use sentence case.&lt;br /&gt;
* Sections should not also be links. Instead, either create a link using the first instance of the word or use the &amp;quot;Main&amp;quot; template.&lt;br /&gt;
* Section headings should not include symbols, icons  and non-plaintext unless absolutely necessary&lt;br /&gt;
* In the edit view, a section header should be immediately followed by content; no blank lines between the section header and its first line of content.&lt;br /&gt;
&lt;br /&gt;
== General text ==&lt;br /&gt;
; RimWorld vs rimworld&lt;br /&gt;
* Use RimWorld when referring to the game.&lt;br /&gt;
* Use rimworld when referring to a rimworld planet.&lt;br /&gt;
&lt;br /&gt;
;Links&lt;br /&gt;
* The first instance of text referring to the page’s topic may be bolded. Otherwise, generally avoid the use of bold text.&lt;br /&gt;
* Make links that are relevant to the context. Only the first instance should be linked. In larger pages, the first instance per a tier 1 section may be linked instead. &lt;br /&gt;
** Tables are an exception. Judgement can be used for whats appropriate, but for large and/or sortable tables every instance should be linked.&lt;br /&gt;
* If a redirect to a specific page section exists, link via that redirect instead of via a link to the page. i.e. Use &amp;lt;nowiki&amp;gt;[[Ascetic]]&amp;lt;/nowiki&amp;gt;/[[Ascetic]] not &amp;lt;nowiki&amp;gt;[[Traits#Ascetic]]&amp;lt;/nowiki&amp;gt;/[[Traits#Ascetic]]. This allows for much easier updating of links,  page moves, page splits etc.&lt;br /&gt;
&lt;br /&gt;
;Formatting &lt;br /&gt;
* Use italics to emphasize text instead of bolding and underlining.&lt;br /&gt;
* Avoid using parentheses in main text bodies, where practical/possible.&lt;br /&gt;
&lt;br /&gt;
;Capitalization&lt;br /&gt;
* In most cases capitalization should follow the capitalization used in-game.&lt;br /&gt;
* Capitalize words only as needed. Mid-sentence page links use appropriate case. E.g., bluefur is a type of [[leather]] produced when a [[Work#Cook|cook]] butchers a [[muffalo]] at a [[butcher table]].&lt;br /&gt;
* Use sentence case for thoughts. E.g., eating raw food will cause the &amp;quot;Ate raw food&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
* Screenshots should be high quality, cropped to focus on the subject, brightly lit (if light level is not relevant), be as free from UI clutter as reasonably practical, and not include any modded content.&lt;br /&gt;
* Image filenames should:&lt;br /&gt;
** follow the capitalization and styling as used in game&lt;br /&gt;
** be discreet words delimited by spaces&lt;br /&gt;
** usually be in sentence case but using capitalization as needed. &lt;br /&gt;
** e.g. Caravan packing spot.png, Game-of-Ur board.png, Save file for Mac using EasyFind.png.&lt;br /&gt;
* [[:Category: Images|Image categories]] should be added to images upon upload, and if they cannot be (e.g. if you don't know an appropriate category or think one does not exist), the page should be tagged with [[Template: Stub]] with the reason stating the need for categories.&lt;br /&gt;
* Add the [[Template: Royalty]]/[[Template: Ideology]]/[[Template: Biotech]]/[[Template: Anomaly]] banner to images that are primarily about content from the DLC or that require content from the DLC.&lt;br /&gt;
** For example, an image about [[cow]]s that happens to have a [[toxalope]]{{BiotechIcon}} in it would not require the Biotech banner. An image for the purposes of displaying a throne room would require the Royalty banner. etc&lt;br /&gt;
&lt;br /&gt;
== Table of contents ==&lt;br /&gt;
* Generally, the table of contents is floated right by use of [[Template:TOCright]].&lt;br /&gt;
* The table of contents (automatically added on pages with 4 or more sections) may be suppressed (by placing the magic word &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; at the top of the page or at least before the main content). Suppressing the TOC is usually desirable on pages that are short enough that most or all of the sections are visible.&lt;br /&gt;
* On tables with a TOC, a table or section might inadvertently be pushed below the TOC. Currently, the following is used to remove the white space and make the content flow alongside the TOC:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;html&amp;quot;&amp;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;
table and content here to be floated&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
* Guidelines here apply to SMW properties defined by infoboxes or other content pages&lt;br /&gt;
* Use title case.&lt;br /&gt;
* Delimit each word with a space. e.g. Milk Amount (not Milk_Amount, Milk-Amount, or MilkAmount)&lt;br /&gt;
&lt;br /&gt;
== Standard layout for pages ==&lt;br /&gt;
Articles about the same category of items share commonalities and generally use the same layout.&lt;br /&gt;
&lt;br /&gt;
* The following pages aim to provide consistency across pages that are alike. The format is a guideline that will apply to most but not all pages. &lt;br /&gt;
&amp;lt;to be determined, the following is a rough list. these pages to be created and linked as needed&amp;gt;&lt;br /&gt;
* Animals&lt;br /&gt;
* Drugs&lt;br /&gt;
* Plants&lt;br /&gt;
* Weapons&lt;br /&gt;
&lt;br /&gt;
=== Standard sections ===&lt;br /&gt;
The following is '''not''' a strict requirement. It is simply a reflection on the trends in page design and following it as a rough guide will help to keep the wiki relatively consistent. The sections listed below are not always required nor are they exclusive - some pages may not need a given section or may need other sections to be added. Editor judgement is always required and suggested. - [[User:Harakoni|Harakoni]] &lt;br /&gt;
&lt;br /&gt;
* '''Acquisition:''' Details how the page subject may be acquired. This may include details on construction or crafting, the places it may be found or traded for, its presence as a quest reward, or the raiders it can be looted from. &lt;br /&gt;
* '''Summary:''' Details information about the item that isn't readily conveyed by the standardized templates on the page and don't fit in the other sections - for example the effects of the [[Psychic shock lance]] are not Analysis or Acquisition, nor are they conveyed by the infobox or other information.&lt;br /&gt;
* '''Analysis:''' The place for comparison, value judgements, tactics, etc. Comparing the armor of Flak vests to other armor alternatives goes here, strategies for using psychic insanity lances for maximum effect goes here etc. This section can have some overlap with others - a farming strategy for the acquisition of Insect Jelly is a valid subject for example. Discussion about the stats or effects of an item might involve listing them just like Summary does, but is still valid. Subsections should be added as needed for clarity. &lt;br /&gt;
* '''Gallery/Styles:''' Gallery of images if necessary, such as for showing display variants. If affected by [[ideology]] styles, then it should be called Styles and follow [[Cataphract_helmet#Styles|this pattern]]&lt;br /&gt;
* '''Trivia:''' References and trivia, minor lore info, etc. &lt;br /&gt;
* '''Version history:''' Lists a changelog of the pages subject. Changes should be listed as changes i.e. &amp;quot;1.2.2900 - now provides ability to fly&amp;quot; instead of retroactive consideration e.g. &amp;quot;1.2.2900 - prior to this, it didn't allow you to fly&amp;quot;. Similarly, if possible and know the exact changes should be listed e.g. &amp;quot;1.2.2900 - Sharp armor increased from 100% -&amp;gt; 150%&amp;quot;. Ideally the version number would be specific but this is not always known or possible - do not link to a specific version unless that version is the one that implemented the specific change i.e. don't link 1.1.2258 specifically if all you know is that it was somewhere in 1.1. Ideally the following format should be used, placed in bullet points &amp;quot;&amp;lt;nowiki&amp;gt;*[[Version/&amp;lt;Version Number&amp;gt;|&amp;lt;Version Number&amp;gt;]] - &amp;lt;Change desc&amp;gt; &amp;lt;/nowiki&amp;gt;. A gallery of relevant changes may be included at the end - for example showing old textures.&lt;br /&gt;
* '''See also:''' Relevant pages. Usually unnecessary through page links&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
* Title case means capitalize words as done for book/movie titles per the following: &lt;br /&gt;
** Capitalize the first and last words.&lt;br /&gt;
** Capitalize the &amp;quot;principal&amp;quot; words.&lt;br /&gt;
** Capitalize prepositions and conjunctions of four letters or more.&lt;br /&gt;
** Lowercase the articles the, a, and an.&lt;br /&gt;
* Sentence case means:&lt;br /&gt;
** Capitalize the first word.&lt;br /&gt;
** All other words are generally lower case unless proper nouns.&lt;br /&gt;
* SMW: Semantic MediaWiki. The plugin that allows storing and querying of data by means of properties stored in the Property namespace.&lt;br /&gt;
&lt;br /&gt;
== Source text formatting ==&lt;br /&gt;
'''Since I can't just decide what the universal guidelines are on my own, these are just suggestions for now. Feedback welcome! --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 15:50, 1 February 2023 (UTC)'''&lt;br /&gt;
&lt;br /&gt;
The following guidelines concern stuff that doesn't effect the functionality or appearance of the page. As such edits shouldn't be made just to enforce these, but editors are encouraged to apply these guidelines to the whole page when editing them anyway. In general these guidelines are supposed to make life easier for editors, since they get a more consistent and clearly structured source text. As for all rules exceptions apply for special cases.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rule&lt;br /&gt;
! Right {{Check}}&lt;br /&gt;
! Wrong {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Headers&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Headers should have an empty line before them.&lt;br /&gt;
&lt;br /&gt;
• A sub-header or the content should start directly afterwards.&lt;br /&gt;
&lt;br /&gt;
• A single space should separate the title  from the &amp;quot;=&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;== HeaderA ==&lt;br /&gt;
Content&lt;br /&gt;
&lt;br /&gt;
== HeaderB ==&lt;br /&gt;
=== Sub-Header ===&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;==HeaderA==&lt;br /&gt;
&lt;br /&gt;
Content&lt;br /&gt;
==HeaderB==&lt;br /&gt;
&lt;br /&gt;
===Sub-Header===&lt;br /&gt;
&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Redirects&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Only link to redirects, when it's more specific than the redirect target.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;[[Anesthetic]] → [[Ailments#Anesthetic]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;[[Ailment]] → [[Ailments]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Categories&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Categories should be placed at the very end of the page with an empty line before them.&lt;br /&gt;
&lt;br /&gt;
• Sub-categories should be placed in the same line as the main category, separated by a single space.&lt;br /&gt;
&lt;br /&gt;
• Unrelated categories get their own line.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;Content&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]] [[Category:Ranged Weapons]]&lt;br /&gt;
[[Category:Plant]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;Content&lt;br /&gt;
[[Category:Weapons]][[Category:Plant]]&lt;br /&gt;
[[Category:Ranged Weapons]]&lt;br /&gt;
Content&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Don't use category redirects.&lt;br /&gt;
&lt;br /&gt;
• No space after &amp;quot;Category:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
• Category names always start with a capital letter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#B9FFC5&amp;quot; | &amp;lt;pre&amp;gt;[[Category:Bows]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#FFCBCB&amp;quot; | &amp;lt;pre&amp;gt;[[Category:Bow]] → [[Category:Bows]]&lt;br /&gt;
&lt;br /&gt;
[[Category:bows]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bows]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Tags&lt;br /&gt;
| &amp;lt;pre&amp;gt;• Build in formatting options take precedence over tags.&lt;br /&gt;
&lt;br /&gt;
• Make sure all tags are closed again.&lt;br /&gt;
&lt;br /&gt;
• Self-closing tags should always have a backslash at the end.&lt;br /&gt;
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[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quality&amp;diff=181054</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quality&amp;diff=181054"/>
		<updated>2026-06-23T01:28:25Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Inspired creativity */ Minor formatting&lt;/p&gt;
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{{Stat|description = An item's quality is how well-made it is.}}&lt;br /&gt;
&lt;br /&gt;
Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the tables below.&lt;br /&gt;
&lt;br /&gt;
== Effects of quality ==&lt;br /&gt;
{{Stub|section=1|reason=[[Bioferrite]] psy buffs, [[eltex]], any other quality dependent effects}}&lt;br /&gt;
=== General ===&lt;br /&gt;
Effects that are common to several, or all, types of objects.&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Beauty&amp;lt;br/&amp;gt;Factor{{Ref label|Negative Beauty|A}} !! Market Value&amp;lt;br/&amp;gt;Factor !! Deterioration Rate&amp;lt;br/&amp;gt;Factor{{Ref label|Deterioration Rate Factor|B}} !! Psychic Sensitivity&amp;lt;br/&amp;gt;Offset Factor {{RoyaltyIcon}} {{Ref label|Psychic Sensitivity Offset|C}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| -0.1 || 0.50             || 2.00 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
|  0.5 || 0.75             || 1.50 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
|  1.0 || 1.00             || 1.00 || 0.83&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
|  2.0 || 1.25 (max +500)  || 0.80 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
|  3.0 ||  1.5 (max +1000) || 0.60 || 1.16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
|  5.0 || 2.5 (max +2000)  || 0.30 || 1.32&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | [[#Legendary items|Legendary]]&lt;br /&gt;
|  8.0 ||  5 (max +3000)   || 0.10 || 1.50&lt;br /&gt;
|}&lt;br /&gt;
:{{Note|Negative Beauty|A}} This multiplier will not be applied to negative [[beauty]] scores.&lt;br /&gt;
:{{Note|Deterioration Rate Factor|B}} This factor does not apply to the damage taken by [[apparel]] from being worn. &lt;br /&gt;
:{{Note|Psychic Sensitivity Offset|C}} This only applies to items with a buff specifically noted as a &amp;quot;Psychic Sensitivity Offset&amp;quot;, such as an [[eltex helmet]] {{RoyaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type2::Weapons]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
    | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Melee Damage&amp;lt;br/&amp;gt;Factor !! Melee AP&amp;lt;br/&amp;gt;Factor !! Ranged Accuracy&amp;lt;br/&amp;gt;Factor !! Ranged Damage&amp;lt;br/&amp;gt;Factor !! Ranged AP&amp;lt;br/&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.80 || 0.80 ||  80% ||  90% || 90% &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.90 || 0.90 ||  90% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.10 || 1.10 || 110% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.20 || 1.20 || 120% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.45 || 135% || 125% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.65 || 1.65 || 150% || 150% || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Apparel and utility ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type2::Clothing||Armor||Utility]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
    | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Protection&amp;lt;br/&amp;gt;Factor !! Insulation&amp;lt;br/&amp;gt;Factor !! Smokepop Pack&amp;lt;br/&amp;gt;Radius Factor !! Shield Max&amp;lt;br/&amp;gt;Energy Factor !! Shield Recharge&amp;lt;br/&amp;gt;Rate Factor !! Jump Range&amp;lt;br/&amp;gt;Factor {{RoyaltyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[furniture]] and [[buildings]] that provide [[recreation]]. These include:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Type::Building]][[Has Quality::True]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep =  &amp;amp;nbsp;•&amp;amp;nbsp;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable center}}&lt;br /&gt;
! Quality !! Comfort&amp;lt;br/&amp;gt;Factor !! Rest Effectiveness&amp;lt;br/&amp;gt;Factor !! Surgery Success&amp;lt;br/&amp;gt;Chance Factor!! Recreation Power&amp;lt;br/&amp;gt;Factor !! Meditation Psyfocus&amp;lt;br/&amp;gt;Bonus {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}} !! Meditation Psyfocus&amp;lt;br/&amp;gt;Bonus Offset {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Awful      &lt;br /&gt;
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Poor       &lt;br /&gt;
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Good       &lt;br /&gt;
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Excellent  &lt;br /&gt;
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Masterwork &lt;br /&gt;
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Legendary  &lt;br /&gt;
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%&lt;br /&gt;
|}&lt;br /&gt;
:{{Note|Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.&lt;br /&gt;
&lt;br /&gt;
=== At higher quality levels ===&lt;br /&gt;
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is at least ''masterwork'', there will be a proper [[letter]] that a colonist has created a masterwork / legendary item.&lt;br /&gt;
&lt;br /&gt;
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== How quality is determined ==&lt;br /&gt;
When an item requiring a quality is crafted or built, that is, when crafting ''finishes'', the quality is randomly determined using a standard distribution.  Expected values by skill level of the crafter are given in the table below.&lt;br /&gt;
&lt;br /&gt;
* The column &amp;quot;Avg. Result&amp;quot; shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc.  The mean quality becomes &amp;quot;normal&amp;quot; at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of &amp;quot;normal&amp;quot; quality (median quality).&lt;br /&gt;
* The &amp;quot;Avg. Value&amp;quot; column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.&lt;br /&gt;
&lt;br /&gt;
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their &amp;quot;apprentice&amp;quot; to grind experience. Note however, that as crafted items and art assign &amp;quot;authors&amp;quot; to the unfinished work, this strategy cannot be used for those items (except by forbidding the unfinished item until the author has enough experience). &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 0.00% || 0.41 || style=&amp;quot;background-color:#F8696B;&amp;quot; | x0.60&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 0.00% || 0.71 || style=&amp;quot;background-color:#F98283;&amp;quot; | x0.68&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 0.00% || 1.09 || style=&amp;quot;background-color:#FA9B9C;&amp;quot; | x0.77&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 0.00% || 1.38 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.84&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 0.00% || 1.56 || style=&amp;quot;background-color:#FCCDCD;&amp;quot; | x0.89&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.65% || 1.19% || 0.01% || 1.78 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.94&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.40% || 2.21% || 0.02% || 1.99 || x1.00&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.50% || 53.32% || 26.87% || 3.87% || 0.06% || 2.19 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.05&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.39% || 0.15% || 2.37 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.09&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 8.98% || 0.26% || 2.51 || style=&amp;quot;background-color:#DDF1E2;&amp;quot; | x1.13&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 43.77% || 12.22% || 0.44% || 2.66 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.17&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.13% || 0.74% || 2.82 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.21&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 20.64% || 1.19% || 2.96 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.25&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 23.93% || 1.61% || 3.06 || style=&amp;quot;background-color:#B1DEBD;&amp;quot; | x1.28&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 27.39% || 2.14% || 3.15 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 30.94% || 2.82% || 3.24 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 52.40% || 34.50% || 3.68% || 3.32 || style=&amp;quot;background-color:#8FD0A0;&amp;quot; | x1.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 37.98% || 4.75% || 3.40 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.39&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.98% || 47.61% || 41.31% || 6.06% || 3.48 || style=&amp;quot;background-color:#79C78D;&amp;quot; | x1.42&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.66% || 46.16% || 7.63% || 3.58 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 50.61% || 9.52% || 3.67 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.49&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 1333 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Legendary items ==&lt;br /&gt;
'''Legendary''' items can never be made naturally, even by a level 20 craftsman; an external quality modifier is required. In the base game, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|production specialists]] {{IdeologyIcon}} have a chance to create legendary items without an inspiration. See [[#Production specialists|below]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
When a pawn gains the ''Inspired Creativity'' inspiration, the next item, structure, or piece of art with a quality level will automatically be two levels higher – thus, if &amp;quot;excellent&amp;quot; or &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item. &lt;br /&gt;
&lt;br /&gt;
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the ''inspired'' person as high as possible before actually producing an item; for example you can train ''crafting'' on several items that do not have the ''quality'' stat (eg. [[component]]s or bionic body parts) before using up the inspiration.&lt;br /&gt;
&lt;br /&gt;
It is also possible to keep an unfinished item in stock, and wait for an ''inspiration'' to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration.  This strategy is particularly useful for work intensive projects that are always in demand (e.g. [[marine armor]] or a [[grand sculpture]])&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[tortured artist]] trait can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the [[Royalty DLC]] is enabled, the use of the [[word of inspiration]] psycast can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.&lt;br /&gt;
&lt;br /&gt;
====Quality with Inspired Creativity====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 2.41 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 2.71 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.18&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 3.09 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 3.56 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.48&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.64% || 1.21% || 3.78 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.59&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.39% || 2.24% || 3.99 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.72&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.49% || 53.32% || 26.87% || 3.94% || 4.18 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.87&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.54% || 4.37 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.04&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 9.24% || 4.51 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.19&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.32% || 40.22% || 43.77% || 12.67% || 4.66 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.37&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.87% || 4.81 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.58&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 21.83% || 4.95 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.79&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 25.54% || 5.04 || style=&amp;quot;background-color:#399f50;&amp;quot; | x2.93&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 29.53% || 5.13 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.08&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 33.76% || 5.21 || style=&amp;quot;background-color:#2e9846;&amp;quot; | x3.22&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.28% || 52.40% || 38.19% || 5.29 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 42.73% || 5.36 || style=&amp;quot;background-color:#20903b;&amp;quot; | x3.50&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.99% || 47.61% || 47.36% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.65% || 53.80% || 5.50 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.81&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 60.13% || 5.58 || style=&amp;quot;background-color:#00852a;&amp;quot; | x3.98&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Production specialists ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get &amp;quot;legendary&amp;quot; items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one level higher – thus, if &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. &lt;br /&gt;
&lt;br /&gt;
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with ''Inspired Creativity'' inspirations, resulting in works three levels higher i.e. if ''good'' is rolled, a ''legendary'' item is produced instead.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 0.00% || 0.00% || 1.41 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.85&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.86% || 0.01% || 0.00% || 1.71 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.93&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 2.95% || 0.08% || 0.00% || 2.09 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.02&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.38% || 0.29% || 0.00% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 9.95% || 0.61% || 0.00% || 2.56 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.15&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 14.65% || 1.19% || 0.01% || 2.78 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.20&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.28% || 52.11% || 20.40% || 2.21% || 0.02% || 2.99 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.26&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.50% || 53.32% || 26.87% || 3.87% || 0.06% || 3.19 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.00% || 50.83% || 33.50% || 6.39% || 0.15% || 3.37 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 38.14% || 8.98% || 0.26% || 3.51 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 43.77% || 12.22% || 0.44% || 3.66 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.52&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 49.05% || 16.13% || 0.74% || 3.82 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.60&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 52.64% || 20.64% || 1.19% || 3.96 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.68&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.62% || 19.91% || 53.93% || 23.93% || 1.61% || 4.06 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.74&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.79% || 54.30% || 27.39% || 2.14% || 4.15 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.81&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 53.76% || 30.94% || 2.82% || 4.24 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.88&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 52.40% || 34.50% || 3.68% || 4.32 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.95&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 50.31% || 37.98% || 4.75% || 4.40 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.03&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.98% || 47.61% || 41.31% || 6.06% || 4.48 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.11&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 42.66% || 46.16% || 7.63% || 4.58 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.22&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.42% || 50.61% || 9.52% || 4.67 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.33&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist + Inspired Creativity ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.62% || 30.18% || 5.00% || 0.20% || 3.41 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.39% || 43.59% || 12.15% || 0.87% || 3.71 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.54&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.24% || 53.17% || 23.56% || 3.03% || 4.09 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.79&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.12% || 50.76% || 33.45% || 6.67% || 4.38 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.05&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.77% || 45.23% || 39.44% || 10.56% || 4.56 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.25&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.27% || 34.68% || 47.20% || 15.85% || 4.77 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.52&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.27% || 52.11% || 22.64% || 4.96 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.81&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.49% || 53.32% || 30.81% || 5.15 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.11&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 8.99% || 50.83% || 40.05% || 5.31 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.41&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.05% || 5.62% || 46.95% || 47.38% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.22% || 56.43% || 5.53 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.88&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.00% || 1.86% || 32.22% || 65.92% || 5.64 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.13&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 0.98% || 24.55% || 74.47% || 5.73 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.35&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.91% || 79.46% || 5.79 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.48&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.38% || 15.80% || 83.82% || 5.83 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.59&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.23% || 12.25% || 87.52% || 5.87 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.69&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.13% || 9.29% || 90.58% || 5.90 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.76&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.88% || 93.04% || 5.93 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.83&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 4.99% || 94.97% || 5.95 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.87&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.02% || 3.53% || 96.45% || 5.96 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.91&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 97.55% || 5.98 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.94&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{Icon Small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Sculptures and melee weapons have a quality.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/0.19.2009|Beta 19]] - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=181053</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=181053"/>
		<updated>2026-06-22T21:42:57Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Summary */ Fixed grammar; Removed redundant adjective; Parallelized list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the [[relic]]{{IdeologyIcon}} item|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention by the delightful way light plays across its welcoming surface.&amp;lt;br /&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| market value = 1200&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = GoldenCube&lt;br /&gt;
| label = golden cube&lt;br /&gt;
| category = Item&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an inanimate [[entity]] item added in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the golden cube:&lt;br /&gt;
* The [[Mysterious cargo]] quest involves either a neutral/allied planetary [[faction]] or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the golden cube. For further information about the quest, see that page. The golden cube appears with a blue &amp;quot;Mysterious Cargo&amp;quot; letter when it lands on your map. &lt;br /&gt;
* Performing the [[Void provocation]] ritual can result in the appearance of a golden cube on your map. The monolith must be at least at Level 2 for the Golden Cube to appear after a Void Provocation. The golden cube appears with an orange &amp;quot;Golden Cube&amp;quot; letter when it appears on your map via Void Provocation.&lt;br /&gt;
Note that these events can stack in order to acquire multiple cubes at the same time, posing a bigger hindrance than &amp;quot;only&amp;quot; one cube.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
At first glance, the golden cube is a harmless—if useless—item, which can be [[haul]]ed, [[stockpile]]d, carried, and [[caravan]]ed with no apparent effect. However, its presence on the map will gradually produce a powerful, deleterious influence on your colonists. This influence will only stop once the cube has been [[#Deactivation|deactivated]], though not without further consequences. The cube cannot be destroyed until it has been deactivated, and despite its significant market value, it cannot be sold under any circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Unlike most [[entities]], the cube does not need to be contained or suppressed. It can simply be kept in storage until pawns move to study or play with it. Each study session produces a total of 2 advanced knowledge, and it can be studied every 2 days. You can, however, prevent pawns from interacting with it by forbidding it. This prevents obsession from worsening, but will not stop the cube from choosing new victims.&lt;br /&gt;
{{Check Tag|Detail Needed|If the cube is placed in a caravan, will it affect the caravaneers? If so, will it affect them, or colonists on a map, as well? Will it affect pawns if placed in an Odyssey DLC shuttle?}}&lt;br /&gt;
&lt;br /&gt;
=== Cube interest ===&lt;br /&gt;
{{Quote| &amp;quot;This person is drawn to the golden cube. If separated from the cube for too long, they'll start to experience negative effects.&amp;quot;}}&lt;br /&gt;
When the cube spawns on the map, one [[colonist]] will immediately gain the cube interest health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube interested every 12 days. Once a pawn becomes interested, however, they will experience a series of buffs and debuffs that get more severe as the affliction progresses, and severe negative [[thought]]s if they don't interact with the cube regularly. &lt;br /&gt;
&lt;br /&gt;
Initially, the effects are fairly benign; a cube-curious pawn will begin at 10% interest, and will stop work to play with the cube roughly once a day. This takes one in-game hour and cannot be interrupted once it begins except by drafting them. Additionally, all social interactions they engage in will now involve talking about the cube, &amp;quot;Wandering&amp;quot; activity wil now be called &amp;quot;Wandering and thinking about the cube.&amp;quot; and psyfocus meditation will be changed to &amp;quot;Meditating on the cube.&amp;quot; but all three are purely cosmetic changes. In exchange, the pawn experiences the {{Thought|label= Cube Joy|desc= My wonderful cube. My precious cube. I love it. It's so beautiful.|value=+15|stack=1|duration=1}}. Each interaction with the cube increases a pawn's interest level by around 6 to 9 percent, progressing the pawn to more disruptive behaviors. You will receive a notification each time a pawn's obsession worsens.&lt;br /&gt;
&lt;br /&gt;
At any interest level over 10%, your affected pawns will occasionally stop work to build [[cube sculpture]]s, curious artistic objects that provide a small amount of beauty but require no resources. Although the sculptures are marginally useful, these mental breaks can occur at any time, including in the middle of combat. Frequency of these events is tied to the interest level, occurring rarely at first but multiple times a day as a pawn's interest reaches its later stages. Also, be aware that destruction of these sculptures can result in severe mood penalties and berserker mental breaks.&lt;br /&gt;
&lt;br /&gt;
Interest over 33% is considered &amp;quot;Fascinated.&amp;quot; Along with the previous effects, these pawns now have a small chance{{Check Tag|Frequency?}} of suffering random mental breaks during which they wander in a daze, thinking about the cube. They are also distracted from their tasks the rest of the time, working at only 90% normal speed. This is balanced out slightly by the fact that their Sleep level falls at 80% its normal rate.&lt;br /&gt;
&lt;br /&gt;
The final stage - &amp;quot;Obsessed&amp;quot; - sets in once interest level reaches 66%. At this stage, the sculpture and daze events occur more frequently,{{Check Tag|Frequency?}} and the modifiers your pawns experience are doubled: 60% Sleep fall rate and 80% work speed. On top of that, your pawns suffer a +4% penalty to their mental break threshold. Given how much time your pawns spend doing cube-related activities - none of which have any impact on Recreation - your pawns will soon find themselves either miserable and Recreation-deprived or unable to find time to do actual work.&lt;br /&gt;
&lt;br /&gt;
The alternative to allowing your pawns to progress their interest is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their interest, instead going into cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Sleep|Sleep Fall Rate]]&lt;br /&gt;
! [[Work|Global Work Speed]]&lt;br /&gt;
! Other effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious (Initial)&lt;br /&gt;
| 0-10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Occasionally play with cube or suffer withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Curious &lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| x100%&lt;br /&gt;
| x100%&lt;br /&gt;
| Same as above, plus chance of cube sculpture mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fascinated&lt;br /&gt;
| &amp;gt;33%&lt;br /&gt;
| {{Good|x80%}}&lt;br /&gt;
| {{Bad|x90%}}&lt;br /&gt;
| Same as above, plus chance of cube daze mental break.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Obsessed&lt;br /&gt;
| &amp;gt;66%&lt;br /&gt;
| {{Good|x60%}}&lt;br /&gt;
| {{Bad|x80%}}&lt;br /&gt;
| Same as above with greater frequency,  plus {{Bad|+4% Mental Break Threshold}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cube sculptures ====&lt;br /&gt;
{{Split|section=1|destination=Cube sculpture|reason=Would be easier to do stats atc. - leave brief summary here, with link to that page }}&lt;br /&gt;
{{Main|Cube sculpture}}&lt;br /&gt;
Cube-Fascinated colonists will go on periodic mental breaks {{Check Tag|MTB?|How often?}} during which they will build a [[sculpture]] related to the cube. The building speed and quality of the sculpture is affected by construction skill. The quality can be of any value, starting at awful for a 0 beauty score. 2 for poor, 4 for normal, 8 for good, 12 for excellent, and 20 for masterwork.  Be aware that this sculpture will use up a [[Inspired creativity]] inspiration, if the colonist has one. &lt;br /&gt;
&lt;br /&gt;
The type of sculpture generated depends on the [[terrain]] or [[floor]]ing the colonist is standing on or by - no material is actually consumed to create the sculptures. The sculpture types and the related terrains are listed in the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Sculpture type !! Terrains&lt;br /&gt;
|-&lt;br /&gt;
| Dirt cube sculpture ||&lt;br /&gt;
* Marshy soil&lt;br /&gt;
* Mud&lt;br /&gt;
* Packed dirt&lt;br /&gt;
* Rich soil&lt;br /&gt;
* Lichen-covered soil&lt;br /&gt;
* Soil&lt;br /&gt;
|-&lt;br /&gt;
| Sand cube sculpture || &lt;br /&gt;
* Sand&lt;br /&gt;
* Soft sand&lt;br /&gt;
|-&lt;br /&gt;
|| Stone cube sculpture ||&lt;br /&gt;
* Rough stone&lt;br /&gt;
* Rough-hewn stone&lt;br /&gt;
* Smooth stone&lt;br /&gt;
|-&lt;br /&gt;
| Scrap cube sculpture || ''All other terrains and floors''&lt;br /&gt;
|}&lt;br /&gt;
The different types of cube sculpture vary in name and texture but are otherwise statistically identical. The sole exception to this is that scrap cube sculptures have 40% flammability while all other have 0%.&lt;br /&gt;
&lt;br /&gt;
The sculpture, once complete, can be freely minified and moved, but it cannot be deconstructed. It must be destroyed with attacks.&lt;br /&gt;
&lt;br /&gt;
While the cube statue exists its sculptor gets {{Thought|label=Cube Sculpture|desc= My sculpture... My beautiful Sculpture!|value= +1}}. This stacks with each cube sculpture they've created, without an apparent limit. If the sculpture is destroyed, the sculptor will get {{Thought|label= My Cube Sculpture Destroyed|desc=My sculpture... My beautiful sculpture...  |value= -5| stack=10 | multi= 0.75|duration=5}} and an increase in severity to a hidden &amp;quot;Cube anger&amp;quot; hediff. Each destroyed sculpture yields an increase in Cube Anger severity that scales with the current cube interest of the pawn. This hediff is hidden, and so its progress cannot be normally tracked.&lt;br /&gt;
&lt;br /&gt;
The increase in severity is controlled by the following relationship:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
{{Graph:Chart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=area&lt;br /&gt;
|xAxisTitle=Cube interest (%)&lt;br /&gt;
|yAxisTitle=Cube anger per sculpture destroyed (%)&lt;br /&gt;
|xAxisMin=0&lt;br /&gt;
|yAxisMax=100&lt;br /&gt;
|x= 10, 50, 100&lt;br /&gt;
|y= 10, 20, 40&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the Cube Anger hediff reaches 100% severity, the pawn will go into a [[Berserk]] mental state with an {{MTB}} of {{Ticks|60000*0.04}} along with a custom [[letter]] detailing the cause. Once the pawn has gone into the rage, the Cube Anger hediff is reduced to 0% and removed. The only other way to remove the accrued Cube Anger besides an eventual berserk state, is for the affected pawn to die. The hediff will no longer be present upon resurrection.&lt;br /&gt;
&lt;br /&gt;
Neither these thoughts nor the Cube Anger hediff will affect colonists who are not interested in the cube. {{Check Tag|Detail Needed|Is there a minimum level of cube interest needed?}}&lt;br /&gt;
&lt;br /&gt;
==== Cube withdrawal and coma ====&lt;br /&gt;
{{Quote| &amp;quot;This person obsessively wants to find their golden cube. Their skin itches and their mind races, thinking of ways to get closer to the cube. Their symptoms will get worse until they play with the cube.&amp;quot;}}&lt;br /&gt;
{{Quote| &amp;quot;This person was connected to a golden cube and then separated from it. Severing the link this way has put them in a coma.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If an obsessed colonist is prevented from playing with the cube for an extended period of time, they start going through withdrawal. When they do, they get the &amp;quot;Cube Withdrawal&amp;quot; health condition. Cube withdrawal worsens more quickly for colonists with advanced cube obsession{{Check Tag|Detail needed| How much per day by obsession level?}}. Cube withdrawal inflicts a gradually increasing penalty to consciousness, accompanied by a potent {{Thought| label= Cube Withdrawal | desc= I need to see the golden cube. Just once more. Please. / Where's that cube? I miss it. I need it! / Where is my cube? Where is it? | value=-15 | value2=-20| value3=-30| stack = 1}} debuff. If cube withdrawal is allowed to progress to 100%, the colonist will fall into a cube coma, multiplying their consciousness level by 10%. The coma can last anywhere from 3 to 24 days, depending on the colonist's obsession level. Upon waking up from the coma, the colonist will no longer be obsessed with the cube. However, nothing prevents the recently woken colonist from becoming obsessed with the cube again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
! Notification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Initial&lt;br /&gt;
| &amp;gt;10%&lt;br /&gt;
| {{Bad|-10%}}&lt;br /&gt;
| {{Bad|-15}}&lt;br /&gt;
| [Name] is experiencing cube withdrawal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| &amp;gt;35%&lt;br /&gt;
| {{Bad|-15%}}&lt;br /&gt;
| {{Bad|-20}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| &amp;gt;65%&lt;br /&gt;
| {{Bad|-20%}}&lt;br /&gt;
| {{Bad|-30}}&lt;br /&gt;
| [Name]'s cube withdrawal has worsened.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deactivation and destruction === &lt;br /&gt;
Once at least 4 research has been gained from the cube, you will receive a letter hinting at the cube's addictive impact on your pawns. It further states that the cube can be destroyed, but more research is needed to determine how. Although the letter says that the pawn studying it needs to study it to learn more, any pawn may perform research to further the investigation. Studying the cube has no risk of addiction. &lt;br /&gt;
&lt;br /&gt;
{{Quote| &amp;quot;{PAWN_nameDef}'s investigation of the golden cube has revealed more. It is able to psychically influence anyone who interacts with it. Those under the cube's influence will experience extreme withdrawal if they're separated from it.\n\n{PAWN_nameDef} thinks that there may be a way to deactivate the cube, but {PAWN_pronoun} will need to study it further.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Once a total of 24-40 research has been gained from the cube, an option to permanently deactivate it becomes available. Doing so requires 1 [[Archotech]] [[Shard]] and can only be done by a pawn not currently suffering from cube obsession, destroying the cube and breaking its hold over your colony. However, this event will send any colonists under the cube's influence who are not already in a cube coma into [[Berserk]] Mental Breaks, even if on other map tiles. Pawns in [[caravan]]s at the time of this deactivation instead leave your colony permanently, so be sure to avoid deactivation while addicts are travelling. If you intend to destroy the cube with conscious addicts present, expect to lose pawns and keep your doctors safe so they can treat the injured.&lt;br /&gt;
&lt;br /&gt;
To find exact info on how much you have and how much you need to research the GoldenCube you can open your save file with an editor, such as notepad++, to find code entry:&lt;br /&gt;
&amp;lt;anomalyKnowledgeGained&amp;gt;##&amp;lt;/anomalyKnowledgeGained&amp;gt; and &amp;lt;studyThresholds&amp;gt;##,##&amp;lt;/studyThresholds&amp;gt; under &amp;lt;def&amp;gt;GoldenCube&amp;lt;/def&amp;gt;&lt;br /&gt;
The first entry is to find you total research on the cube the second entry is to identify exactly what the research needed is to get event completion the first threshold is always 4 as mentioned above.&lt;br /&gt;
&lt;br /&gt;
There are simple measures you can take to avoid these violent mental breaks. Colonists already in a cube coma will simply wake up, cured of their addiction. Any obsessed colonist that is anesthetized when deactivation occurs will ignore the event and be free of cubic influence when the anesthesia wears off. It is not yet confirmed if [[mind-numb serum]] can prevent these mental breaks{{Check Tag|Mindnumb?|Mindnumb serums appeared to mostly work, but one of my 9 obsessed colonists, who had been mindnumbed, still berserked. It could be that only currently awake pawns can berserk? Seems to be tied to onlyTargetControlledPawns, from my rudimentary examination of the defs}}.&lt;br /&gt;
&lt;br /&gt;
Be aware that colonists in [[cryptosleep casket]]s are ''not'' protected. They will immediately wake up, escape, and begin rampaging. One unorthodox but cheap and effective method to keep your colony safe from cube berserkers is to draft the afflicted pawns and trap them in isolated 3x3 wall prisons. When they go berserk, they will be unable to inflict any damage before the state wears off. Afterwards, simply deconstruct the walls to release them. Although time-consuming to set up, this approach only costs a small amount of wood.&lt;br /&gt;
&lt;br /&gt;
If your entire colony is afflicted, deactivation of the cube is still possible with the help of temporary pawns from quests. Note that there is a small, but not insignificant, chance that new temporary pawns may become obsessed with time. Therefore, if you are relying on a newly joined pawn to deactivate the cube it should be done as soon as possible.{{Check Tag|Detail needed|Confirmed for desperate refugees and pawns accepted for hospitality, can other temporary pawns become obsessed? Do clones from the Warped Obelisk also have cube obsession?}}. Children (ages 3-12), since they cannot do research yet, cannot be enthralled by the cube, and so a child can be used to manually deactivate the cube while your adults are isolated, anesthetized, or otherwise rendered inoperable.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can dispose of the cube via caravan dumping or [[transport pod]], but doing so does not remove your colonists' obsession. Unless the cube is deactivated and destroyed, your colonists will have to go through withdrawal, coma, and recovery.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 125-175 [[Gold]]. The exact amount dropped is completely random and is not affected by how many colonists were affected by it nor by any skill value.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Anesthetic]] prevents a pawn from going berserk when the cube is deactivated. Additionally, pawns who are away on [[Quests|Pawn Lending]] quests do not go berserk.&lt;br /&gt;
&lt;br /&gt;
=== Multiple cubes in one colony === &lt;br /&gt;
While multiple cubes in the same colony result in a much higher rate of addiction, the deactivation of one cube cures ALL colonists, so there is no separate addiction for the two cubes. However, the remaining cube will continue to intrigue colonists over time.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken when a cube arrives. It is one of the safest advanced entities you can encounter, but can still prove frustrating as it drops productivity to a crawl. This is especially true for colonies with low populations: the loss of two or three pawns to low productivity is much easier to bear when you have others to handle their burden. &lt;br /&gt;
&lt;br /&gt;
=== Disposal ===&lt;br /&gt;
There are two main ways of disposing of the cube:&lt;br /&gt;
* It can be destroyed immediately by dropping it via [[caravan]] or [[transport pod]]. This guarantees that only one colonist will be affected by the cube and that pawn will have minimum interest, but they will still go through cube withdrawal and eventually fall into a coma for a few days. Provided that the mood penalty from cube withdrawal can be handled, this is the safer option as no random mental breaks will occur.&lt;br /&gt;
* It can be studied and deactivated. So long as you have your researchers aggressively studying the cube every two days, you should be able to deactivate it before it influences many of your colonists. Dosing your best researcher with [[voidsight serum]] or making use of an occultist [[creepjoiner]] can speed up research dramatically. Once you unlock the option to destroy the cube, simply anesthetize the cube's victims before deactivation and the threat will be safely dealt with.&lt;br /&gt;
&lt;br /&gt;
However, if you decide you wish to roleplay as a cube cult and keep it around, this is not entirely impossible. The introduction of the cube will gradually cut into your overall productivity, but will also grant a substantial mood bonus to any colonist allowed to consistently interact with it. Colonies with many pawns who are constantly in danger of mental breaking may find this useful, as the sizable mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpting can prove troublesome as it not only wastes a pawn's time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Cube management ===&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue), making it a quick way to improve the beauty value of a room colonists frequent. Keeping the cube on display may prove difficult, though, as your pawns will attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[stockpile zone]] for the cube can ensure that it always returns to a specific viewing point. Note that using a [[shelf]] will negate its beauty entirely.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties and even a coma due to undergoing cube withdrawal.{{Check Tag|Verify|Does carrying the cube within a caravan change this?}} Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
It is desirable for pawns with [[tortured artist]] trait to be obsessed with the cube, as the frequent but harmless mental break will still give them creativity inspiration. If you suspect the mysterious cargo is the cube, you can give a pawn interest by knocking out everyone else or moving them off the map with a caravan before accepting it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Cube interest/withdrawal not behaving correctly on pawns ticking at a lower rate.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
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		<updated>2026-06-23T04:30:28Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Niruase&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Niruase (page does not exist)&quot;&gt;&lt;bdi&gt;Niruase&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Niruase&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Niruase (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Niruase&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Niruase&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zgdj2vrb2obljwp0&amp;amp;topic_showPostId=zgdj2vrb2s9ns0n8#flow-post-zgdj2vrb2s9ns0n8&quot;&gt;commented&lt;/a&gt; on &quot;Todo? Title Changes not Updated&quot; (&lt;em&gt;It appears that the titles like yeoman/count which are now replaced have not been updated on the page.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=180879</id>
		<title>Randy Random</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Randy_Random&amp;diff=180879"/>
		<updated>2026-06-20T18:41:54Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Revisions to ensure claims are supported by evidence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI Storytellers Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Randy Random&lt;br /&gt;
| image = Randy.png&lt;br /&gt;
| description = Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Randy Random''' is a wild storyteller whose main characteristic is triggering challenges at any time, to the extent of launching several dangerous threats all at the same time or consecutively. Randy also multiplies his [[Raid_points|Raid Points]] by 0.5x to 1.5x, resulting in both easier and harder difficulty raids than you should be receiving. It is possible to receive back-to-back raids at 1.5x but also a quadrum of relative peace with a 0.5x raid.&lt;br /&gt;
&lt;br /&gt;
In the long-term, Randy will average about as many threats sent as Cassandra.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Randy produces more erratic gameplay than Cassandra and Phoebe. Because Randy can apply a random raid size multiplier ranging from 0.5 to 1.5, the raid difficulty progression under Randy can appear inconsistent. His lack of on/off cycles and a cooldown for major threats allows him to generate periods both more intense and more Peaceful then Cassandra and Phoebe possibly could.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
&lt;br /&gt;
Randy fires events at an average of 1.35 a day. Not all events are fired via Randy. Some events, like quests, are fired separately and not controlled by Randy's firing mechanism. &lt;br /&gt;
&lt;br /&gt;
Randy checks if an event can be fired once every 1,000 game ticks. That 1,000 game ticks is the equivalent to 60 times a Rimworld day or 2.5 times a Rimworld hour. If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;1&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;maxThreatBigIntervalDays&amp;gt;13&amp;lt;/maxThreatBigIntervalDays&amp;gt;&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;1.35&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
 &amp;lt;categoryWeights&amp;gt;&lt;br /&gt;
  &amp;lt;Misc&amp;gt;3.5&amp;lt;/Misc&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatBig&amp;gt;1.4&amp;lt;/ThreatBig&amp;gt;&lt;br /&gt;
  &amp;lt;OrbitalVisitor&amp;gt;1.1&amp;lt;/OrbitalVisitor&amp;gt;&lt;br /&gt;
  &amp;lt;FactionArrival&amp;gt;2.4&amp;lt;/FactionArrival&amp;gt;&lt;br /&gt;
  &amp;lt;ThreatSmall&amp;gt;0.6&amp;lt;/ThreatSmall&amp;gt;&lt;br /&gt;
  &amp;lt;ShipChunkDrop&amp;gt;0.22&amp;lt;/ShipChunkDrop&amp;gt;&lt;br /&gt;
 &amp;lt;/categoryWeights&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;randomPointsFactorRange&amp;gt;0.5~1.5&amp;lt;/randomPointsFactorRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Randy's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=180876</id>
		<title>Cassandra Classic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=180876"/>
		<updated>2026-06-20T18:27:40Z</updated>

		<summary type="html">&lt;p&gt;Niruase: /* Analysis */ Months to years of no raid not possible according to Randy page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox main|ai&lt;br /&gt;
| name = Cassandra Classic&lt;br /&gt;
| image = Cassandra.png&lt;br /&gt;
| description = Cassandra creates story events on a steadily-increasing curve of challenge and tension.&lt;br /&gt;
| type = AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cassandra Classic''' is the default storyteller. In the beginning, Cassandra will always send a single [[Events#Mad animal|mad animal]], followed by a single [[raider]]. The single raider will appear on Day 5 hour 15 unless a different minor event appears at that exact time. In that case, the single raider will appear the following day. Challenges remain consistent, ramping up in difficulty as you progress, but with breaks every 1-2 raids.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Many players find Cassandra to be more difficult than Randy, since her raids are consistent and more frequent on average. While Randy often creates long periods without raids, Cassandra is forced to send major threats on a semi-regular basis. At the same time, players can take advantage of her hardcoded breaks, while with Randy, raids can happen at any time and there is no guaranteed safety period. In addition, Randy ''could'' send multiple 1.5x size raids back-to-back, potentially creating situations that are harder than what Cassandra can possibly dish out.&lt;br /&gt;
&lt;br /&gt;
Overall, Randy is definitely more difficult when thinking about the worst possible situations, e.g., sending raids just after the colony has recovered from a devastating incident, but Cassandra ensures that major threats will come.&lt;br /&gt;
&lt;br /&gt;
== Code specifics == &lt;br /&gt;
{{Stub|section=1|reason=Add table of, say, the first 10 or 20 phases with dates to serve as reference and worked example for on/of phases}} &lt;br /&gt;
Major Threats&lt;br /&gt;
&lt;br /&gt;
Cassandra's cycle begins on day 11. Cassandra begins in her 4.6 day &amp;quot;On&amp;quot; phase. During the &amp;quot;On&amp;quot; phase, there is a 50-50 chance either 1 or 2 major threats will be sent. There will be at least 1.9 days between major threats. Cassandra alternates between 4.6 day &amp;quot;On&amp;quot; phases and 6 day &amp;quot;Off&amp;quot; phases. The dates of these phases are always the same. Cassandra always begins the first &amp;quot;On&amp;quot; phase on day 11 and the first &amp;quot;Off&amp;quot; phase begins on day 15.6. Rimworld days begin at hour 6. Day 15.6 is on day 15 hour 20. &lt;br /&gt;
&lt;br /&gt;
Cassandra averages about 8.5 major threats sent per Rimworld year.&lt;br /&gt;
&lt;br /&gt;
These On and Off cycles are the same after saving and reloading the game, on multiple map tiles, and when changing storytellers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!On Cycle Start || On Cycle End&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 15.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 21.6 || style=&amp;quot;text-align:right&amp;quot; | 26.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 32.2 || style=&amp;quot;text-align:right&amp;quot; | 36.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 42.8 || style=&amp;quot;text-align:right&amp;quot; | 47.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 53.4 || style=&amp;quot;text-align:right&amp;quot; | 58&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | Previous +10.6 || style=&amp;quot;text-align:right&amp;quot; | Previous +10.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;minDaysPassed&amp;gt;11.0&amp;lt;/minDaysPassed&amp;gt;&lt;br /&gt;
 &amp;lt;onDays&amp;gt;4.6&amp;lt;/onDays&amp;gt;&lt;br /&gt;
 &amp;lt;offDays&amp;gt;6.0&amp;lt;/offDays&amp;gt;&lt;br /&gt;
 &amp;lt;minSpacingDays&amp;gt;1.9&amp;lt;/minSpacingDays&amp;gt;&lt;br /&gt;
 &amp;lt;numIncidentsRange&amp;gt;1~2&amp;lt;/numIncidentsRange&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Misc. Events&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;mtbDays&amp;gt;4.8&amp;lt;/mtbDays&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Cassandra's artwork was drawn by Ricardo Tomé.&amp;lt;ref&amp;gt;[https://www.artstation.com/artwork/kGWV2 Ricardo Tomé's Artstation post]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Niruase</name></author>
	</entry>
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