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	<updated>2026-04-05T23:13:47Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=150084</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=150084"/>
		<updated>2024-08-24T16:02:28Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Small reorganizational changes and minor corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&amp;lt;br/&amp;gt;Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.&amp;lt;br/&amp;gt;An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Electroharvester&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 4000&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Steel&lt;br /&gt;
| resource 3 amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Electroharvester&lt;br /&gt;
| label = electroharvester&lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| thingClass = Building_Electroharvester&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| ai_chillDestination = false&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| drawerType = MapMeshAndRealTime&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| thingCategories = BuildingsPower&lt;br /&gt;
| flickable = true&lt;br /&gt;
| transmitsPower = true&lt;br /&gt;
| breakdownable = true&lt;br /&gt;
| compClass = CompFacilityInactiveWhenElectricityDisabled &lt;br /&gt;
| maxDistance = 5.1&lt;br /&gt;
| ContainmentStrength = -25&lt;br /&gt;
| stunnable = true&lt;br /&gt;
| useLargeEMPEffecter = true&lt;br /&gt;
| affectedDamageDefs = EMP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Electroharvester''' is a building that harnessess usable power from contained [[Entities]], at the cost of containment strength reduction and occasional injuries.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Recode|section=1|reason=Collapsing table of entities and power gen}}&lt;br /&gt;
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the [[Containment|containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.&lt;br /&gt;
&lt;br /&gt;
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable.{{Check Tag|Bulbfreak pops?}} Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.&lt;br /&gt;
&lt;br /&gt;
It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly decrease the escape interval of an entity, which is influenced by movement of a pawn. If the [[sentience]] ([[consciousness]] for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding [[Sightstealer|Sightstealers]], [[Shambler|Shamblers]], and [[Gorehulk|Gorehulks]] can match or surpass the power generation of the [[Chemfuel_powered_generator|Chemfuel]] and [[Wood-fired_generator|Wood]] generators. Compared to [[Solar_generator|Solar]] and [[Wind_turbine|Wind]] generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or [[Chimera|Chimeras]].&lt;br /&gt;
&lt;br /&gt;
The [[Bioferrite generator]] can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.&lt;br /&gt;
&lt;br /&gt;
Production rates of [[Twisted meat]] from [[Fleshmass nucleus|fleshmass nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=149687</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=149687"/>
		<updated>2024-08-20T01:37:32Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Misc&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an [[entity]] and item obtained from quests or Void Provocation spell 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;
&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 anomalous [[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;
&lt;br /&gt;
=== Cube obsession ===&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 obsession health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube obsessed every 12 days. Once a pawn becomes obsessed, 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% obsession, 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, but this is a purely cosmetic effect. 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 obsession level by 6%, 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 obsession 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 obsession level, occurring rarely at first but multiple times a day as a pawn's obsession 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;
Obsession 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 obsession 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 obsession is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their obsession, 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;
{{Move|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 textures, but are statistically identical. The sole exception to this is the scrap cube sculptures flammability of 40%, compared to the 0% of all other types.  &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 is placed {{Check Tag|Minified?| does it count while minified?}} 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;
==== 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= 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, doing so will send any colonists under its 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;
There are simple measures you can take to avoid these violent mental breaks. Colonists 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 effective method to keep your colony safe without preventing the tantrum is to draft the afflicted pawns and trap them in a isolated 3x3 square of walls. When they go berserk, they will be unable to inflict any damage before the state wears off. Although time-consuming to set up, it 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, can other temporary pawns become obsessed?}}. &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 127-167 Gold{{Check Tag|Verify|Conflicting reports - is this amount based on variables such as construction skill? Is there an RNG element? (127 Gold was acquired at construction level 0, with 87% Manipulation stat)}}.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Ailments#Anesthetic|Anesthesize]] prevents a pawn to becoming berserk when the cube is deactivated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Ship golden cube to second colony, then have a tortured artist as the only pawn on that map, and use the mental breaks to trigger mass inspire creatitvities - Cube sculpture breaks trigger it}}&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 drags 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. 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. Keep them anesthetized upon 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 sculpture making 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;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[Stockpile zone]] or a [[shelf]] for the cube can ensure that it always returns to a specific viewing point.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|Verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Undercave&amp;diff=148126</id>
		<title>Undercave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Undercave&amp;diff=148126"/>
		<updated>2024-07-22T10:55:13Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Removed and revised conflicting information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.}}&lt;br /&gt;
{{image wanted|reason=Include images of examples of an entirely explored cave, and notable structures.}}&lt;br /&gt;
The '''undercave''' is a sprawling cave network located underneath a colony, accessed by entering a [[pit gate]], which is filled with [[fleshbeast]] [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to enter the undercave, the colony must have a pit gate open in a prior event. The undercave is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside normally. Furthermore, pawns within the undercave cannot be added to newly formed caravans. However, an option to form a specialized caravan into the undercave can be accomplished by selecting &amp;quot;Enter pit gate&amp;quot; while inspecting the pit gate structure on the home tile.&lt;br /&gt;
&lt;br /&gt;
A map will be created once the first colonist is sent inside to explore. Exploration begins at a random point in the tile, where a ''pit gate exit'' is spawned. On the same tile, a section of unrevealed cave will house a [[dreadmeld]] which must be defeated to close the pit gate. To progress farther within the caves, [[fleshmass]] must be damaged to create passageway or the rock walls must be mined out to make tunnels through the ground. A warning [[letter]] will alert the player when a colonist is close to the dreadmeld's position. Prior to defeating the dreadmeld, the cavern will be able to be explored at will, at the cost of potential fleshbeast raids{{Check Tag|Verify|Can fleshbeast raids occur while colonists are exploring the undercave?}}.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is defeated, the undercave will become unstable, giving any pawns 10 hours to evacuate the tunnels. As this timer approaches zero, rock falls consisting of [[collapsed rocks]] will become more and more common. These may potentially damage pawns or items, or block routes back towards the exit. Anything remaining within the caves after this timer expires will be lost forever, including colonists. Once the undercave collapses, the pit gate will disappear which prevents reentry.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
The undercave is a 100x100 map tile consisting of winding caves filled with fleshmass and fleshbeasts. The entire area is classified as being underneath [[overhead mountain]] and sits at a constant 15°C (59°F){{Check Tag|Verify|Same for all biomes?}}. [[Insects]] and [[Hive]]s can be found within the cave system, albeit rarely.&lt;br /&gt;
&lt;br /&gt;
The ''pit gate exit'' is a 3x3 structure consisting of a rope line back to the surface, and is generated when the first colonist enters the area. It is the only method of returning colonists safely to the surface{{Check Tag|Verify|Do psycasts like farskip allow return?}}. A clear area with a radius of 5 tiles will be generated around the created exit. Colonists may return here to the rope and interact with it to return to the surface.&lt;br /&gt;
&lt;br /&gt;
The cave network is generated similarly to how caves spawn within mountainous regions. [[Stone]] found within these caves may be different compared to the stones native to the tile where the pit gate originates. [[Ore]] veins will appear underground and can serve as an alternative to a [[long-range mineral scanner]] or [[ground-penetrating scanner]]. Underground plant life may also be encountered, all of which are listed below.&lt;br /&gt;
&lt;br /&gt;
Most of the cave system is choked by large amounts of fleshmass which must be burned or attacked to advance. Within these walls, [[flesh bulb]]s can be found that light the immediate area, and [[flesh sack]]s which may contain a varied assortment of loot. Once the caves become unstable, most of the fleshmass will gradually dissolve which may reveal new areas not explored previously. These areas may or may not contain more enemies which can overwhelm groups if released in quick succession.&lt;br /&gt;
&lt;br /&gt;
Much of the cave [[floor]] is made up of various stone types, or a flesh flooring wherever fleshmass was previously cleared from. Occasionally, patches of shallow water may be found that can impede movement. Rarely, one might find patches of rich [[soil]] with [[wild healroot]] growing from it. This may be harvested if the plants are mature enough, but will not grow further due to the lack of adequate sunlight.&lt;br /&gt;
&lt;br /&gt;
The entire border of the map will not contain fleshmass and will always be surrounded in a type of stone wall. This wall may still be mined past like any other to reach the map edge. Strangely, the green border used to escape a tile found while attacking [[faction]] settlements will appear if any bordering rock wall is destroyed. However, this cannot be utilized as an escape method from the caves. It is unknown whether this is intentional or not.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the undercave:&lt;br /&gt;
* [[Fleshmass]] - A fleshy barrier which must be destroyed to grant passageway{{Check Tag|Add Details}}.&lt;br /&gt;
* [[Plants]] - Several forms of plant life can be found within the undercave:&lt;br /&gt;
** [[Agarilux]]&lt;br /&gt;
** [[Wild healroot]] - Found rarely within patches of rich soil underground, will not grow due to lack of sunlight.&lt;br /&gt;
** [[Timbershroom]]{{IdeologyIcon}}&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* [[Ruins]] - Similar to the structures found above ground, multiple man-made buildings can be encountered within the caves. Examples:&lt;br /&gt;
** [[Ancient generator]]&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* TBD (compile any other structures found within the caves here){{Check Tag|Add Details}}&lt;br /&gt;
&lt;br /&gt;
{{Move|destination=Flesh sack|reason=Unclutter structures and create dedicated page for Flesh sack loot chances}}&lt;br /&gt;
&lt;br /&gt;
* [[Flesh sack]] - Containers made from the same flesh as the surrounding growths they are typically encased in. A pawn may attack the pod which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** [[Artificial body parts|Implants]]&lt;br /&gt;
** [[Human]] [[corpse]]s - Stripping these corpses may yield more loot within the dead pawns inventory:&lt;br /&gt;
*** [[Tainted]] [[clothes]]&lt;br /&gt;
*** [[Meal]]s&lt;br /&gt;
**** [[Simple meal]]&lt;br /&gt;
**** [[Fine meal]]&lt;br /&gt;
**** [[Packaged survival meal]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
(Loot)&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some sections of the caves might contain enemies. These foes may be asleep upon discovery and might wake up if the area is entered or a disturbance is caused{{Check Tag|Verify}}.&lt;br /&gt;
Enemies that can possibly spawn within the caves:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
The similarly themed [[fleshmass heart]] will not be encountered within the undercave.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
(analysis)&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=148111</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=148111"/>
		<updated>2024-07-21T10:32:12Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, information on anomaly study, etc.}}&lt;br /&gt;
{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image = Golden cube.png&lt;br /&gt;
| description = A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Misc&lt;br /&gt;
| type2 = Entity&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
The '''golden cube''' is an [[entity]] and item obtained from quests or Void Provocation spell 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 friendly planetary faction{{Check Tag|Which factions?|Confirmed: Star Empire, any others?}} 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;
&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 anomalous [[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;
&lt;br /&gt;
=== Cube obsession ===&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 obsession health effect. Over time, other colonists will become afflicted as well. On average, another colonist becomes cube obsessed every 12 days. Once a pawn becomes obsessed, 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% obsession, 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, but this is a purely cosmetic effect. 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 obsession level by 6%, 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 obsession 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 obsession level, occurring rarely at first but multiple times a day as a pawn's obsession 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;
Obsession 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 obsession 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 obsession is to forbid the cube. So long as the item is forbidden, your pawns will be unable to worsen their obsession, 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;
{{Move|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 textures, but are statistically identical. The sole exception to this is the scrap cube sculptures flammability of 40%, compared to the 0% of all other types.  &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 is placed {{Check Tag|Minified?| does it count while minified?}} 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;
==== 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= 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, doing so will send any colonists under its 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;
There are simple measures you can take to avoid these violent mental breaks. Colonists 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 effective method to keep your colony safe without preventing the tantrum is to draft the afflicted pawns and trap them in a isolated 3x3 square of walls. When they go berserk, they will be unable to inflict any damage before the state wears off. Although time-consuming to set up, it 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, can other temporary pawns become obsessed?}}. &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 127-167 Gold{{Check Tag|Verify|Conflicting reports - is this amount based on variables such as construction skill? Is there an RNG element? (127 Gold was acquired at construction level 0, with 87% Manipulation stat)}}.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] and [[Ailments#Anesthetic|Anesthesize]] prevents a pawn to becoming berserk when the cube is deactivated.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= Ship golden cube to second colony, then have a tortured artist as the only pawn on that map, and use the mental breaks to trigger mass inspire creatitvities - Cube sculpture breaks trigger it}}&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 drags 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. 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. Keep them anesthetized upon 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 sculpture making 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;
The cube itself has a considerably high [[beauty]] value (about on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [[Stockpile zone]] or a [[shelf]] for the cube can ensure that it always returns to a specific viewing point.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|Verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=145442</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=145442"/>
		<updated>2024-05-06T09:14:43Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within [[Gray box]]es (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[Flesh sack]]), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=145015</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=145015"/>
		<updated>2024-05-02T03:33:27Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Added activation cooldown, requires exact duration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is captured it can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity{{Check Tag|Verify|Does this warning happen even when not studied?}}.&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces pain on any pawn within it{{Check Tag|Verify|Does this affect animals or other non-humanoid pawns?}}. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity. Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
After being sent on an attack, the nociosphere has a cooldown of ''X'' seconds before being able to manually activate again{{Check Tag|Add Details|Exact time in seconds and ticks?}}{{Check Tag|Verify|Can the sphere be activated during the cooldown by attacking it to raise activity?}}. Once the onslaught mode ends during a manual attack the sphere's activity is set to 0%{{Check Tag|Verify|Is this true for other activations?}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living (not entities{{Check Tag|Verify}}) until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Undercave&amp;diff=144898</id>
		<title>Undercave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Undercave&amp;diff=144898"/>
		<updated>2024-04-30T23:30:50Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: fixed minor spelling mistakes and formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.}}&lt;br /&gt;
{{image wanted|reason=Include images of examples of an entirely explored cave, and notable structures.}}&lt;br /&gt;
The '''undercave''' is a sprawling cave network located underneath a colony, accessed by entering a [[pit gate]], which is filled with [[fleshbeast]] [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to enter the undercave, the colony must have a pit gate open in a prior event. The undercave is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside normally. Furthermore, pawns within the undercave cannot be added to newly formed caravans. However, an option to form a specialized caravan into the undercave can be accomplished by selecting &amp;quot;Enter pit gate&amp;quot; while inspecting the pit gate structure on the home tile.&lt;br /&gt;
&lt;br /&gt;
A map will be created once the first colonist is sent inside to explore. Exploration begins at a random point in the tile, where a ''pit gate exit'' is spawned. On the same tile, a section of unrevealed cave will house a [[dreadmeld]] which must be defeated to close the pit gate. To progress farther within the caves, [[fleshmass]] must be damaged to create passageway or the rock walls must be mined out to make tunnels through the ground. A warning [[letter]] will alert the player when a colonist is close to the dreadmeld's position.&lt;br /&gt;
&lt;br /&gt;
Prior to defeating the dreadmeld, the cavern will be able to be explored at will, at the cost of potential fleshbeast raids{{Check Tag|Verify|Can fleshbeast raids occur while colonists are exploring the undercave?}}. Once defeated, the undercave will become unstable, giving any pawns 10 hours to evacuate the tunnels. As this timer approaches zero, rock falls consisting of [[collapsed rocks]] will become more and more common. These may potentially damage pawns or items, or block routes back towards the exit. Colonists, items, and entities remaining within the caves after this timer expires will be lost forever. Once the undercave collapses, the pit gate will disappear which prevents reentry.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
The undercave is a 100x100 map tile consisting of winding caves filled with fleshmass and fleshbeasts. The entire area is classified as being underneath [[overhead mountain]] and sits at a constant 15°C (59°F){{Check Tag|Verify|Same for all biomes?}}. Despite these factors, [[insects]] will not be found within the cave system and [[Hive]]s will not spawn{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The ''pit gate exit'' is a 3x3 structure consisting of a rope line back to the surface, and is generated when the first colonist enters the area. It is the only method of returning colonists safely to the surface{{Check Tag|Verify|Do psycasts like farskip allow return?}}. A clear area with a radius of 5 tiles will be generated around the created exit. Colonists may return here to the rope and interact with it to return to the surface.&lt;br /&gt;
&lt;br /&gt;
The cave network is generated similarly to how caves spawn within mountainous regions. [[Stone]] found within these caves may be different compared to the stones native to the tile where the pit gate originates. [[Ore]] veins will appear underground and can serve as an alternative to a [[long-range mineral scanner]] or [[ground-penetrating scanner]]. Underground plant life may also be encountered, all of which are listed below.&lt;br /&gt;
&lt;br /&gt;
Most of the cave system is choked by large amounts of fleshmass which must be burned or attacked to advance. Within these walls, [[flesh bulb]]s can be found that light the immediate area, and [[flesh sack]]s which may contain a varied assortment of loot. Once the caves become unstable, most of the fleshmass will gradually dissolve which may reveal new areas not explored previously. These areas may or may not contain more enemies which can overwhelm groups if released in quick succession.&lt;br /&gt;
&lt;br /&gt;
Much of the cave [[floor]] is made up of various stone types, or a flesh flooring wherever fleshmass was previously cleared from. Occasionally, patches of shallow water may be found that can impede movement. Rarely, one might find patches of rich [[soil]] with [[wild healroot]] growing from it. This may be harvested if the plants are mature enough, but will not grow further due to the lack of adequate sunlight.&lt;br /&gt;
&lt;br /&gt;
The entire border of the map will not contain fleshmass and will always be surrounded in a type of stone wall. This wall may still be mined past like any other to reach the map edge. Strangely, the green border used to escape a tile found while attacking [[faction]] settlements will appear if any bordering rock wall is destroyed. However, this cannot be utilized as an escape method from the caves. It is unknown whether this is intentional or not.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the undercave:&lt;br /&gt;
* [[Fleshmass]] - A fleshy barrier which must be destroyed to grant passageway{{Check Tag|Add Details}}.&lt;br /&gt;
* [[Plants]] - Several forms of plant life can be found within the undercave:&lt;br /&gt;
** [[Agarilux]]&lt;br /&gt;
** [[Wild healroot]] - Found rarely within patches of rich soil underground, will not grow due to lack of sunlight.&lt;br /&gt;
** [[Timbershroom]]{{IdeologyIcon}}&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* [[Ruins]] - Similar to the structures found above ground, multiple man-made buildings can be encountered within the caves. Examples:&lt;br /&gt;
** [[Ancient generator]]&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* TBD (compile any other structures found within the caves here){{Check Tag|Add Details}}&lt;br /&gt;
&lt;br /&gt;
{{Move|destination=Flesh sack|reason=Unclutter structures and create dedicated page for Flesh sack loot chances}}&lt;br /&gt;
&lt;br /&gt;
* [[Flesh sack]] - Containers made from the same flesh as the surrounding growths they are typically encased in. A pawn may attack the pod which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** [[Human]] [[corpse]]es - Stripping these corpses may yield more loot within the dead pawns inventory:&lt;br /&gt;
*** [[Tainted]] [[clothes]]&lt;br /&gt;
*** [[Meal]]s&lt;br /&gt;
**** [[Simple meal]]&lt;br /&gt;
**** [[Fine meal]]&lt;br /&gt;
**** [[Packaged survival meal]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
(Loot)&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some sections of the caves might contain enemies. These foes may be asleep upon discovery and might wake up if the area is entered or a disturbance is caused{{Check Tag|Verify}}.&lt;br /&gt;
Enemies that can possibly spawn within the caves:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
The similarly themed [[fleshmass heart]] will not be encountered within the undercave.&lt;br /&gt;
&lt;br /&gt;
Insects will not be found within these caverns, despite the entire map being classed as overhead mountain and within the temperature range for hives to spawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
(Analysis)&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Undercave&amp;diff=144889</id>
		<title>Undercave</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Undercave&amp;diff=144889"/>
		<updated>2024-04-30T22:19:10Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Created page for the 'Undercave', images and more details appreciated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Compile rewards odds, compilation of unique structures and other defining features of the caves, differences in biomes if applicable, enemy types, etc.}}&lt;br /&gt;
{{image wanted|reason=Include images of examples of an entirely explored cave, and notable structures.}}&lt;br /&gt;
The '''undercave''' is a sprawling cave network located underneath a colony, accessed by entering a [[pit gate]], which is filled with [[fleshbeast]] [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to enter the undercave, the colony must have a pit gate open in a prior event. The undercave is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside normally. Furthermore, pawns within the undercave cannot be added to newly formed caravans. However, an option to form a specialized caravan into the undercave can be accomplished by selecting &amp;quot;Enter pit gate&amp;quot; while inspecting the pit gate structure on the home tile.&lt;br /&gt;
&lt;br /&gt;
A map will be created once the first colonist is sent inside to explore. Exploration begins at a random point in the tile, where a ''pit gate exit'' is spawned. On the same tile, a section of unrevealed cave will house a [[dreadmeld]] which must be defeated to close the pit gate. To progress farther within the caves, [[fleshmass]] must be damaged to create passageway or the rock walls must be mined out to make tunnels through the ground. A warning [[letter]] will alert the player when a colonist is close to the dreadmeld's position.&lt;br /&gt;
&lt;br /&gt;
Prior to defeating the dreadmeld, the cavern will be able to be explored at will, at the cost of potential fleshbeast raids{{Check Tag|Verify|Can fleshbeast raids occur while colonists are exploring the undercave?}}. Once defeated, the undercave will become unstable, giving any pawns 10 hours to evacuate the tunnels. As this timer approaches zero, rock falls consisting of [[collapsed rocks]] will become more and more common. These may potentially damage pawns or items, or block routes back towards the exit. Colonists, items, and entities remaining within the caves after this timer expires will be lost forever. Once the undercave collapses, the pit gate will disappear which prevents reentry.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
The undercave is a 100x100 map tile consisting of winding caves filled with fleshmass and fleshbeasts. The entire area is classified as being underneath [[overhead mountain]] and sits at a constant 15°C (59°F){{Check Tag|Verify|Same for all biomes?}}. Despite these factors, [[insects]] will not be found within the cave system and [[Hive]]s will not spawn{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The ''pit gate exit'' is a 3x3 structure consisting of a rope line back to the surface, and is generated when the first colonist enters the area. It is the only method of returning colonists safely to the surface{{Check Tag|Verify|Do psycasts like farskip allow return?}}. A clear area with a radius of 5 tiles will be generated around the created exit. Colonists may return here to the rope and interact with it to return to the surface.&lt;br /&gt;
&lt;br /&gt;
The cave network is generated similarly to how caves spawn within mountainous regions. [[Stone]] found within these caves may be different compared to the stones native to the tile where the pit gate originates. [[Ore]] veins will appear underground and can serve as an alternative to a [[long-range mineral scanner]] or [[ground-penetrating scanner]]. Underground plant life may also be encountered, all of which are listed below.&lt;br /&gt;
&lt;br /&gt;
Most of the cave system is choked by large amounts of fleshmass which must be burned or attacked to advance. Within these walls, [[flesh bulb]]s can be found that light the immediate area, and [[flesh sack]]s which may contain a varied assortment of loot. Once the caves become unstable, most of the fleshmass will gradually dissolve which may reveal new areas not explored previously. These areas may or may not contain more enemies which can overwhelm groups if released in quick succession.&lt;br /&gt;
&lt;br /&gt;
Much of the cave [[floor]] is made up of various stone types, or a flesh flooring wherever fleshmass was previously cleared from. Occasionally, patches of shallow water may be found that can impede movement. Rarely, one might find patches of rich [[soil]] with [[wild healroot]] growing from it. This may be harvested if the plants are mature enough, but will not grow further due to the lack of adequate sunlight.&lt;br /&gt;
&lt;br /&gt;
The entire border of the map will not contain flessmass and will always be surrounded in a type of stone wall. This wall may still be mined past like any other to reach the map edge. Strangely, the green border used to escape a tile found while attacking [[faction]] settlements will appear if any bordering rock wall is destroyed. However, this cannot be utilized as an escape method from the caves. It is unknown whether this is intentional or not.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the undercave:&lt;br /&gt;
* [[Fleshmass]] - A fleshy barrier which must be destroyed to grant passageway{{Check Tag|Add Details}}.&lt;br /&gt;
* [[Plants]] - Several forms of plant life can be found within the undercave:&lt;br /&gt;
** [[Agarilux]]&lt;br /&gt;
** [[Wild healroot]] - Found rarely within patches of rich soil underground, will not grow due to lack of sunlight.&lt;br /&gt;
** [[Timbershroom]]{{IdeologyIcon}}&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* [[Ruins]] - Similar to the structures found above ground, multiple man-made buildings can be encountered within the caves. Examples:&lt;br /&gt;
** [[Ancient generator]]&lt;br /&gt;
** TBD {{Check Tag|Add Details}}&lt;br /&gt;
* TBD (compile any other structures found within the caves here){{Check Tag|Add Details}}&lt;br /&gt;
&lt;br /&gt;
{{Move|destination=Flesh sack|reason=Unclutter structures and create dedicated page for Flesh sack loot chances}}&lt;br /&gt;
&lt;br /&gt;
* [[Flesh sack]] - Containers made from the same flesh as the surrounding growths they are typically encased in. A pawn may attack the pod which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** [[human]] [[corpse]]es - Stripping these corpses may yield more loot within the dead pawns inventory:&lt;br /&gt;
*** [[Tainted&lt;br /&gt;
*** [[Meal]]s&lt;br /&gt;
**** [[Simple meal]]&lt;br /&gt;
**** [[Fine meal]]&lt;br /&gt;
**** [[Packaged survival meal]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
(Loot)&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some sections of the caves might contain enemies. These foes may be asleep upon discovery and might wake up if the area is entered or a disturbance is caused{{Check Tag|Verify}}.&lt;br /&gt;
Enemies that can possibly spawn within the caves:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
The similarly themed [[fleshmass heart]] will not be encountered within the undercave.&lt;br /&gt;
&lt;br /&gt;
Insects will not be found within these caverns, despite the entire map being classed as overhead mountain and within the temperature range for hives to spawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
(Analysis)&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144886</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144886"/>
		<updated>2024-04-30T19:30:42Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Moved loot from structures to Gray box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within [[Gray box]]es (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[Flesh sack]]), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=144885</id>
		<title>Gray box</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gray_box&amp;diff=144885"/>
		<updated>2024-04-30T19:28:46Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Created page for 'Gray box' to unclutter Labyrinth page, requires infobox details and pictures. More loot details required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Compile possible contents and elaborate on chances, add analysis}}&lt;br /&gt;
{{image wanted|reason=Images of open and unopened box, as well as both obelisk room and side rooms containing boxes.}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gray box&lt;br /&gt;
| image =&lt;br /&gt;
| description =&lt;br /&gt;
| type =&lt;br /&gt;
| placeable = false&lt;br /&gt;
| path cost =&lt;br /&gt;
| passability =&lt;br /&gt;
| cover =&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability =&lt;br /&gt;
}}&lt;br /&gt;
'''Gray boxes''' are loot containers added by the [[Anomaly DLC]]. They are only found within the [[Labyrinth]] and eject its contents nearby when activated.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gray boxes are found exclusively within the Labyrinth housed within a [[Warped obelisk]]. Two are guaranteed to spawn within the final room of the maze, with other rooms containing between 1-5{{Check Tag|Verify}} opened or unopened boxes.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
The following items may be found within a gray box{{Check Tag|Add Details|Compile all further loot possibilities and chances for each drop}}:&lt;br /&gt;
&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
(analysis)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144884</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144884"/>
		<updated>2024-04-30T18:55:15Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within gray boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[flesh sack]], see above for list of contents), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=144883</id>
		<title>Fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=144883"/>
		<updated>2024-04-30T18:54:19Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fleshbeasts&lt;br /&gt;
| image = Fleshbeast.png&lt;br /&gt;
| description = Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts are a wide-ranging category of [[entity]], added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Fleshbeasts are found (often in great numbers) above and below ground. When they appear, due to a natural event or a summoning ritual, they will appear from pits in the earth. They can also be found en masse underground inside the caverns beneath a [[Pit gate]], including the fearsome [[Dreadmeld]]. Other, more obscure appearances include being found inside the [[labyrinth]] of a [[Warped obelisk]], or emerging from a [[creepy joiner]]. Fleshbeasts can also be found inside ancient danger monuments.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fleshbeasts come in five different forms, not including the related [[Fleshmass heart]]. They are generally easy enough to dispatch on their own, but they become dangerous in numbers. All of them, save the [[Toughspike]], either dissolve into flesh or split into smaller fleshbeasts upon death and often on being downed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fleshbeasts utilize strength in numbers, and as such, precautions should be taken to not be overwhelmed: AOE attacks, like [[Frag grenades]] and [[Molotov cocktails]], work well, and the [[minigun]] may be a good choice for dense hordes. They are especially weak to fire, and so fire weapons are a very good, if risky, option when dealing with them. When raiding a pit gate, the fleshy terrain is also flammable, which can be a boon when fighting its denizens.&lt;br /&gt;
&lt;br /&gt;
If close enough, large fleshbeasts can often fling their progeny over your formation when splitting, leading to potential havoc among your ranged pawns. If possible, try and keep them surrounded by melee pawns to protect them.&lt;br /&gt;
&lt;br /&gt;
Trispikes, Fingerspikes and Toughspikes have a ranged attack, though it is rarely used, very short ranged, and fired with poor aim.&lt;br /&gt;
&lt;br /&gt;
== Analysis== &lt;br /&gt;
With the exception of the Dreadmeld, Fleshbeast fights are generally rather mild, as long as you have enough melee fighters, which is more important than ever in Anomaly.&lt;br /&gt;
&lt;br /&gt;
Importantly, care should be taken to prevent too many fleshbeasts from engaging at once. Attacking those that cannot split upon death, such as the fingerspike and toughspikes, should generally be a priority. This will limit the amount of enemies a colony will face at a given time. Also, the ranged attacks most fleshbeats have tend to be used right after they spawn, which can significantly increase the amount of oncoming DPS a group of fighters must withstand. Taking enemies out directly after they spawn can prevent this attack and is much more achievable against fewer entities.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
More information on the individual types of fleshbeast can be found on their individual pages:&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144837</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144837"/>
		<updated>2024-04-30T03:50:28Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Small formatting correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray walls]] with [[gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within gray boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[flesh sack]], see above for list of contents), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144836</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144836"/>
		<updated>2024-04-30T03:47:48Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event.&lt;br /&gt;
The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot [[caravan]] inside. There are multiple methods of entering the maze:&lt;br /&gt;
* Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray walls]] with [[gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or [[campfire]] can raise temperatures above the &amp;quot;outside&amp;quot; levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
All of the following structures may be found within the labyrinth:&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room may spawn containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:&lt;br /&gt;
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.&lt;br /&gt;
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).&lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within gray boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}} or [[flesh sack]], see above for list of contents), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrection mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
Enemies that can possibly spawn within the labyrinth:&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present:&lt;br /&gt;
* [[Gray statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.&lt;br /&gt;
&lt;br /&gt;
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144835</id>
		<title>Floor etching</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144835"/>
		<updated>2024-04-30T03:40:28Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the structure added by the [[Anomaly DLC]] within [[The labyrinth]]|the recreational activity [[Children]] partake in|Learning}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Confirm spawning conventions, odds of direction chance, etc.}}&lt;br /&gt;
{{image wanted|reason=Images of all rune styles, as well as info boxes.}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Floor etching&lt;br /&gt;
| image =&lt;br /&gt;
| description = A crude sketch drawn onto the ground.&lt;br /&gt;
&lt;br /&gt;
With sufficient time, you may be able to decipher it. Select a colonist and right-click the etching to inspect it.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| paintable = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Floor etchings''' are encountered within the labyrinth across most of the map, acting as directional cues which help to navigate the maze.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Each room within the labyrinth has a chance to spawn a Floor etching{{Check Tag|Add Details|Exact chance?}}. Multiple may spawn in any given room. Etchings tend to be less likely to spawn the closer the room is to the [[Warped obelisk]]{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
In order to investigate the drawing, a colonist must decipher the etching which takes 42 seconds{{Check Tag|Verify|Exact time in ticks and seconds?}}. Once finished, a [[Letter]] will appear with a short description followed by the chance of getting directions to the exit room. It is not guaranteed that any given floor etching will give a direction. The chance of success seems to be more likely if the etching is further from the exit{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As a reliable way to help triangulate the exit room, these drawings should be investigated quickly to help narrow down paths towards a safe exit. Ensure that the area is clear before deciphering, as the task is not instantaneous. It is unknown whether deciphering a drawing in the same room as a sleeping enemy will wake them up{{Check Tag|Verify}}. Once a general path can be gleaned from these map markers, it can be much easier to plot out a more time efficient path to freedom.&lt;br /&gt;
&lt;br /&gt;
If the current goal is complete exploration of the entire map tile, these can likely be safely ignored. That being said, the floor etching can still be of help during a full sweep of the maze, as it can help you save the area around the obelisk for last.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=144834</id>
		<title>Fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshbeasts&amp;diff=144834"/>
		<updated>2024-04-30T02:28:35Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Elaborated on analysis and minor changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Fleshbeasts&lt;br /&gt;
| image = Fleshbeast.png&lt;br /&gt;
| description = Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
| type = Entity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Fleshbeasts are a wide-ranging category of [[entity]], added by the Anomaly DLC.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Fleshbeasts are found (often in great numbers) above and below ground. When they appear, due to a natural event or a summoning ritual, they will appear from pits in the earth. They can also be found en masse underground inside the caverns beneath a [[Pit gate]], including the fearsome [[Dreadmeld]]. Other, more obscure appearances include being found inside the [[labyrinth]] of a [[Warped obelisk]], or emerging from a [[creepy joiner]]. Fleshbeasts can also be found inside ancient danger monuments.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Fleshbeasts come in five different forms, not including the related [[Fleshmass heart]]. They are generally easy enough to dispatch on their own, but they become dangerous in numbers. All of them, save the [[Toughspike]], either dissolve into flesh or split into smaller fleshbeasts upon death and often on being downed.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fleshbeasts utilize strength in numbers, and as such, precautions should be taken to not be overwhelmed: AOE attacks, like [[Frag grenades]] and [[Molotov cocktails]], work well, and the [[minigun]] may be a good choice for dense hordes. They are especially weak to fire, and so fire weapons are a very good, if risky, option when dealing with them. When raiding a pit gate, the fleshy terrain is also flammable, which can be a boon when fighting its denizens.&lt;br /&gt;
&lt;br /&gt;
If close enough, large fleshbeasts can often fling their progeny over your formation when splitting, leading to potential havoc among your ranged pawns. If possible, try and keep them surrounded by melee pawns to protect them.&lt;br /&gt;
&lt;br /&gt;
Trispikes, Fingerspikes and Toughspikes have a ranged attack, though it is rarely used, very short ranged, and fired with poor aim.&lt;br /&gt;
&lt;br /&gt;
== Analysis== &lt;br /&gt;
With the exception of the Dreadmeld, Fleshbeast fights are generally rather mild, as long as you have enough melee fighters, which is more important than ever in Anomaly.&lt;br /&gt;
&lt;br /&gt;
Importantly, care should be taken to prevent too many fleshbeasts from engaging at once. Attacking those that cannot split upon death, such as the fingerspike and toughspikes, should generally be a priority. This will limit the amount of enemies a colony will face at a given time. Also, the ranged attacks most fleshbeats have tend to be used right after they spawn, which can significantly increase the amount of oncoming DPS a group of fighters must withstand. Taking enemies out directly after they spawn can prevent this attack and is much more achievable against fewer entities.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
More information on the individual types of fleshbeast can be found on their individual pages. When they exist.&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Toughspike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Trispike]]&lt;br /&gt;
* &lt;br /&gt;
* [[Bulbfreak]]&lt;br /&gt;
* &lt;br /&gt;
* [[Dreadmeld]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144833</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144833"/>
		<updated>2024-04-29T23:56:49Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is captured it can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity{{Check Tag|Verify|Does this warning happen even when not studied?}}.&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces pain on any pawn within it{{Check Tag|Verify|Does this affect animals or other non-humanoid pawns?}}. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity. Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living (not entities{{Check Tag|Verify}}) until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144832</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144832"/>
		<updated>2024-04-29T23:44:27Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Removed redundant information and elaborated on strategies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with one singular purpose - to inflict pain on those around it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. The location at which the sphere arrives is typically where [[traders]] will congregate. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. The red highlights glow brighter the higher its activity level. Once it is fully active, its It can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is unstable and suppression will soon become impossible (10 days).&lt;br /&gt;
&lt;br /&gt;
The sphere emits a ''Pain field'' in a 6 tile radius around itself which induces pain on any pawn within it{{Check Tag|Verify|Does this affect animals or other non-humanoid pawns?}}. This pain effect scales with both [[psychic sensitivity]] and the nociosphere's current activity. Upon entering the radius, the pain experienced by a pawn will quickly increase up to the current maximum based on the previous factors. Leaving the radius will have the pain dissipate at a similar rate. [[Psychically deaf]] pawns are immune to the pain field{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity{{Check Tag|Verify|Does this warning happen even when not studied?}}.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated. If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted. The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has a '''massive''' health scale{{Check Tag|Add Details}}, with some parts reaching 12,500 total HP. However, the sphere tends to be destroyed after receiving a total of 1,500 damage regardless of where it is attacked{{Check Tag|Verify}}. This, in practice, causes the sphere to be destroyed much sooner than its health pool may suggest. This also prevents the entity from dying due to lucky hits where one part is targeted consecutively, a common weakness for most creatures. The sphere will not regain health after being attacked; Only a new nociosphere will arrive with full health, a sphere which was already sent to attack will retain its injuries until it departs.&lt;br /&gt;
&lt;br /&gt;
The nociosphere has several attacks which it can use while in onslaught mode:&lt;br /&gt;
&lt;br /&gt;
* Agony Pulse - An area of effect blast centered on the nociosphere or a distant target{{Check Tag|Add Details|Verify range}} with a radius of X{{Check Tag|Verify}} tiles. Causes +100% pain in affected pawns with a duration of X{{Check Tag|Verify}} seconds (acute), and +25% pain with a duration of 3 days (dissipating){{Check Tag|Add Details}}.&lt;br /&gt;
* Heatspikes - A burst of high tech laser fire with 9 shots dealing 18 damage{{Check Tag|Add Details}}.&lt;br /&gt;
* Fleshmelter bolt - Similar to a [[Diabolus]]' [[hellsphere cannon]]{{BiotechIcon}} with a shorter aiming time and lower base damage of 100 points.{{Check Tag|Add Details}}. Deals reduced damage to mechanoids{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming bioferrite from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Use of an [[electroharvester]] will cause its activity to increase at an extra 15% per day. Be sure to always have a pawn available for suppression to avoid an early escape, especially if farming electricity.&lt;br /&gt;
&lt;br /&gt;
Moving the nociosphere to a holding platform or otherwise keeping it contained in a high traffic area may cause issues for pawns with the [[wimp]] trait or [[extra pain]] [[gene]]{{BiotechIcon}}, as if these humanoids enter the sphere's vicinity they are likely to collapse from pain shock at high activity levels. Even if not incapacitated, this may cause mood penalties among the colony. Pawns that are psychically deaf are immune to this downside{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once it has reached the point where it can no longer be stabilized, it is imperative to get rid of it as soon as possible. If possible it should be released against a threat that can keep it busy for most or all of onslaught mode. If it is fully unstable and activates, it will enter its onslaught mode and go after everything living (not entities{{Check Tag|Verify}}) until onslaught mode is over. The ideal enemies to send the nociosphere against would be mechanoids, as they are highly resistant to its flame based attacks and do not feel any pain, negating its psychic abilities. This will allow the mechanoids to stall it until it disappears or even destroy it, especially if the mechanoid group is full of heavy weight mechanoids such as Centipedes.&lt;br /&gt;
&lt;br /&gt;
After being released while unstable, it will disappear regardless of whether or not it is destroyed. Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. The sphere is much more efficient at clearing out grouped up enemies, as 2 of its 3 powerful attacks have an area of effect able to incapacitate or outright kill a majority of enemies. For groups of enemies dispersed throughout the map tile the sphere is much less consistent. This is especially true if the tile is also home to many wild animals, as the nociosphere will not prioritize attacking hostiles over neutral pawns. This will often cause the nociosphere to end its onslaught before all primary targets are defeated.&lt;br /&gt;
&lt;br /&gt;
Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raid; This may allow the sphere's loot to be obtained before it is able to disappear permanently. Be aware that the fewer targets given to attack, the more likely the rampage can find its way back to the colony.&lt;br /&gt;
&lt;br /&gt;
If desperate for a hostile force to distract the nociosphere, [[toxic wastepack]]s{{BiotechIcon}} can be used via [[transport pod]] dumping to initiate a hostile raid. Note that only low tech factions are guaranteed to send retaliatory raids, as higher tech factions might instead send toxic waste back to the colony. Raids initiated this way are also not guaranteed to happen right away, sometimes taking several days to arrive, so this must be done in advance.&lt;br /&gt;
&lt;br /&gt;
Use of a mechanitor can also provide further raids on command by summoning mech commanders via the [[comms console]], [[mechband antenna]]{{BiotechIcon}}, and [[mechband dish]]{{BiotechIcon}}. Similar to wastepack raids, these must be called in much earlier than the nociosphere reaching 100% activity, as they might show up several days later. Of these 3 options, the mechband dish is the most likely to distract and outlast the sphere's onslaught; The [[apocriton]]'s ability to revive mechanoids and return them to the fight grants many targets for the sphere's weaponry. Furthermore, the sphere is less likely to leave the combat area due to the abundance of robot targets.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping the trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.&lt;br /&gt;
&lt;br /&gt;
In cases of urgency where suppression is no longer possible, a pawn with sufficient movement speed can be used to kite around the nociosphere around the map until the duration ends. Note that any creatures closest to it will change it's target and possibly bring it to your colony.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Melee attacks are generally ineffective against the sphere outside of a [[zeushammer]] due to the sphere's tendency to teleport away from enemies before attacking, as well as its agony pulse attack which affects a radius around itself. Any melee colonists should be equipped with [[longjump legs]], a [[jump pack]], or similar ability to both be able to do consistent damage and avoid damage themselves.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Proximity_detector&amp;diff=144831</id>
		<title>Proximity detector</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Proximity_detector&amp;diff=144831"/>
		<updated>2024-04-29T21:26:28Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Proximity detector&lt;br /&gt;
| description = A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius.&lt;br /&gt;
| image = ProximityDetector.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The proximity detector is a building added by the Anomaly expansion to aid in the detection of invisible creatures.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
When starting a game with the Researchers scenario you will have one proximity detector by default, but lack the ability to make more. In order to make proximity detectors you must have completed the proximity detector research, which is unlocked after encountering a [[sightstealer]] for the first time.&lt;br /&gt;
 &lt;br /&gt;
== Summary ==&lt;br /&gt;
The proximity detector provides an easy way to tell if a sightstealer, [[revenant]], or any other invisible creature is in the surrounding area. However it will not tell you where it is, reveal the creature, or tell you how many creatures there are.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.&lt;br /&gt;
&lt;br /&gt;
Proximity detectors also provide insight into the general location of a revenant. This can be helpful in combination with a [[disruptor flare pack]], giving a general idea which area to reveal with [[disruptor flare]]s in order to prevent colonists from becoming hypnotized.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Colonists with the [[revenant vertebrae]] prosthetic spine will also set off the proximity detector if using the psychic invisibility power within range of the detector.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Proximity_detector&amp;diff=144830</id>
		<title>Proximity detector</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Proximity_detector&amp;diff=144830"/>
		<updated>2024-04-29T21:23:15Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Proximity detector&lt;br /&gt;
| description = A scanner capable of detecting invisible creatures. The device raises an alarm when it detects the presence of psychically invisible biosignatures within its radius.&lt;br /&gt;
| image = ProximityDetector.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The proximity detector is a building added by the Anomaly expansion to aid in the detection of invisible creatures.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
When starting a game with the Researchers scenario you will have one proximity detector by default, but lack the ability to make more. In order to make proximity detectors you must have completed the proximity detector research, which is unlocked after encountering a [[sightstealer]] for the first time.&lt;br /&gt;
 &lt;br /&gt;
== Summary ==&lt;br /&gt;
The proximity detector provides an easy way to tell if a sightstealer, [[revenant]], or any other invisible creature is in the surrounding area. However it will not tell you where it is, reveal the creature, or tell you how many creatures there are.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While proximity detectors may seem helpful, they generally only provide a small benefit against sightstealers. By the time a detector is activated it will likely be too late to get colonists into a safe spot due to the speed of a sightstealer. They will, however, help determine when a sightstealer threat is over because it will stop activating.&lt;br /&gt;
&lt;br /&gt;
Proximity detectors also provide insight into the general location of a revenant. This can be helpful in combination with a [[disruptor flare pack]], giving a general idea which area to reveal with [[disruptor flare]]s in order to prevent colonists from becoming hypnotized.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Colonists with the [[revenant vertebrae]] prosthetic spine will also set off the proximity detector if using the psychic invisibility power within range of the detector{{Check Tag|Verify|Does this also happen with the [[invisibility]] [[psycast]]{{RoyaltyIcon}}?}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:NykanTheCat&amp;diff=144716</id>
		<title>User:NykanTheCat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:NykanTheCat&amp;diff=144716"/>
		<updated>2024-04-29T03:58:53Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haii, new user here. Looking forward to helping with the wiki. &lt;br /&gt;
&lt;br /&gt;
Rimworld addiction isn't going anywhere anytime soon, thanks Anomaly. 1,325 hours and counting.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=144667</id>
		<title>Fleshmass nucleus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=144667"/>
		<updated>2024-04-28T08:12:46Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Fleshmass nucleus&lt;br /&gt;
| description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br/&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| image = Fleshmass nucleus.png&lt;br /&gt;
}}&lt;br /&gt;
The '''fleshmass nucleus''' is an [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This [[Entity]] is found after killing a [[Fleshmass heart]]. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The fleshmass nucleus can be contained on a [[holding platform]] or [[holding spot]]. It does not have a minimum containment strength, but must be contained to be studied and suppressed.&lt;br /&gt;
&lt;br /&gt;
The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it.&lt;br /&gt;
&lt;br /&gt;
The nucleus will also produce 2-6 piles of twisted meat. The amount of meat produced is random, with higher levels of activity producing more meat{{Check Tag|How much?}}. It does this at random intervals with an {{MTB}} of {{Ticks/gametime|60000}}, and a minimum time of {{Ticks/gametime|15000}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The fleshmass nucleus yields 3 [[bioferrite]] and 200W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an [[electroharvester]] will increate the rate of activity gain per day by 15%.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity.&lt;br /&gt;
&lt;br /&gt;
Keeping the nucleus at high activity may allow for the farming of large amounts of twisted meat, which can be useful when refined into food for animals or [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FleshmassNucleusA.png&lt;br /&gt;
FleshmassNucleusB.png&lt;br /&gt;
FleshmassNucleusC.png&lt;br /&gt;
FleshmassNucleusD.png&lt;br /&gt;
FleshmassNucleusE.png&lt;br /&gt;
FleshmassNucleusF.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=144647</id>
		<title>Fleshmass nucleus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=144647"/>
		<updated>2024-04-27T23:46:14Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Added basic analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Fleshmass nucleus&lt;br /&gt;
| description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| image = Fleshmass nucleus.png&lt;br /&gt;
}}&lt;br /&gt;
intro&lt;br /&gt;
Acquisition or Occurrence &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This [[Entity]] is found after killing a [[Fleshmass heart]]. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The fleshmass nucleus can be contained on a [[holding platform]] or [[holding spot]]. It does not have a minimum containment strength, but must be contained to be studied and suppressed.&lt;br /&gt;
&lt;br /&gt;
The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity becomes too high (100), then the flesh will reach critical mass, forming a new fleshmass heart and spreading across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect more [[fleshmass neural lump]]s to kill it.&lt;br /&gt;
&lt;br /&gt;
The nucleus will also produce 2-6 piles of [[twisted meat]]. The amount of meat produced is random, with higher levels of activity producing more meat{{Check Tag|How much?}}. It does this at random intervals with an {{MTB}} of {{Ticks/gametime|60000}}, and a minimum time of {{Ticks/gametime|15000}}.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The fleshmass nucleus yields 3 [[bioferrite]] and 200W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an [[electroharvester]] will increate the rate of activity gain per day by 15%.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity.&lt;br /&gt;
&lt;br /&gt;
Keeping the nucleus at high activity may allow for the farming of large amounts of twisted meat, which can be useful when refined into food for animals or [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FleshmassNucleusA.png&lt;br /&gt;
FleshmassNucleusB.png&lt;br /&gt;
FleshmassNucleusC.png&lt;br /&gt;
FleshmassNucleusD.png&lt;br /&gt;
FleshmassNucleusE.png&lt;br /&gt;
FleshmassNucleusF.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=144646</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=144646"/>
		<updated>2024-04-27T23:06:42Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: /* Solar flare */ Added unnatural darkness caveat (Needs verification)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
=== Major threat generation ===&lt;br /&gt;
&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates (Biotech DLC).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
Weights:&lt;br /&gt;
Raid		7.40&lt;br /&gt;
DefoliatorShip		0.40 (2 with no DLC)&lt;br /&gt;
DronerShip		0.40 (2 with no DLC)&lt;br /&gt;
MechCluster		1.90 (0 with no DLC)&lt;br /&gt;
Manhunter		2.00&lt;br /&gt;
MassInsanity		1.30&lt;br /&gt;
Infest		2.70&lt;br /&gt;
Wastepack Infest		0.0240 (0 with no DLC)&lt;br /&gt;
Problem Causer		0.95 (0 with no DLC) &lt;br /&gt;
&lt;br /&gt;
=== Raid Generation === &lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot;, will try and avoid [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will try and mine or break walls to create the shortest route to a colonist's bedroom. They are smaller than usual raids.&lt;br /&gt;
* '''Breachers''': Appears with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[Events#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the help guide|Defense structures#Crashed ships}}&lt;br /&gt;
{{For|information on the ship parts themselves|Crashed ship parts}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are attacked. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] increases or decreases the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
====== Drone intensifies ======&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
The following events can appear from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
A localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Psycasts#Flashstorm|Flashstorm]] Psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a roof. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
All plants, including trees, will wither during the fallout.{{Check Tag|How long?}} Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the temperature and natural [[light]], which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
== Random ==&lt;br /&gt;
=== Quests ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
----&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed dogs or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the light level.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
===== Baby =====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A transport pod may crash with a [[baby]] instead of the regular occupant, and will always appear as a friendly faction/neutral refugee/unaffiliated. You can choose to ignore it and let it starve to death, or adopt the baby by selecting it and click &amp;quot;Adopt&amp;quot;. Rarely, the corpse of the baby's parent can also appear next to it, still in pristine condition.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===== Ghoul =====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. [[Traits#Cannibal|Cannibal]] wild people can hunt human pawns for food like a predator. It is unclear if this applies to non-cannibals as well.{{Check Tag|Detail needed}} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
----&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Birthday ====&lt;br /&gt;
Character gains an age-related illness, such as [[bad back]] or [[cataract]]s. They may be cured by using the [[healer mech serum]], [[luciferium]], a [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}. Some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[heart attack]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Disease ====&lt;br /&gt;
Colonists (including [[prisoner]]s and [[slave]]s{{IdeologyIcon}}) or animals will gain a random [[disease]]. [[Biome]] influences both the amount of disease and its selection. Multiple pawns can get a disease at once, but diseases never spread between pawns. Disease events are controlled separately from other events by your [[storyteller]].&lt;br /&gt;
&lt;br /&gt;
[[Traits#Sickly|Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. How much is the temperature raised by? What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
{{stub|section=1|reason=Reverted from before the rewrite with minimal changes. All information should be re-verified given its age. Also should be rewritten to better match heat wave above}}&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop. It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
It lasts between 1.5 and 3.5 days and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt... ====&lt;br /&gt;
{{Stub|section=1|reason=Exactly what options zzzt in the rain}}&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
== Incidental ==&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
----&lt;br /&gt;
==== Friendlies ====&lt;br /&gt;
This event can only occur if you are allied with at least one other faction and have enemies on screen. Allied factions may send around fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids. They won't assist against factions that they aren't hostile to. Keep in mind that friendly fire will damage your relations with the aiding faction. On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the friendlies event. The first is sent by an allied faction at 0 cost. These friendlies are [[raider]]s who are allied with you. They can arrive via any method and use the usual [[raid points]] system to determine their size.&lt;br /&gt;
&lt;br /&gt;
The second can be called in instantly via [[comms console]], at the cost of -25 [[goodwill]]. The faction must be allied with you, and have an Industrial tech level or higher. These allies will always arrive through [[drop pod]], and can use any arrival method with drop pods. Unlike the random event, these friendlies are set with a strength between 150 - 400 [[raid points]], instead of using the raid points of your colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Masterwork ====&lt;br /&gt;
One of your colonists has produced an object of masterwork [[quality]].&lt;br /&gt;
&lt;br /&gt;
==== Legendary work ====&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
&lt;br /&gt;
==== Man in Black ====&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help. As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. Their skills and traits are fully randomized, but they will always be capable of Violence and Caring, and their favorite color{{IdeologyIcon}} will always be black.&lt;br /&gt;
&lt;br /&gt;
This event is triggered only when all of your colonists are downed at your base, but almost always happens when this is the case. This event can only happen if your colony has ever had at least 3 colonists, which prevents it from appearing in solo colonist starts. This event also has a cooldown of roughly 1 year. {{Check Tag|Verify|From XMLs, verf. in game preferred}} &lt;br /&gt;
&lt;br /&gt;
The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! &amp;lt;div style=&amp;quot;float:left;width:90%;&amp;quot;&amp;gt;Additional Info &amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;float:right;width:10%;&amp;quot;&amp;gt;[[{{fullurl:Empire/Pawns|action=edit}} edit]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Man in Black&lt;br /&gt;
| [[File:ManInBlack.png|60px]] || 55 || 100 || Good || - || 500-500 || [[Revolver]] || 20-55 || Always has a black [[pants]], [[button-down shirt]], [[flak vest]], [[duster]], and [[cowboy hat]]. Always carrying 10 nutrition worth of food.{{Check Tag|Verify|Amount and always}} and 5 [[medicine]].{{Check Tag|Verify|Amount and always}} Always has [[Skills#Shooting|Shooting skill]] between 8 and 16. Is never incapable of Violence or Caring. 5% chance of spawning addicted to a drug.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== New recruit ====&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[Events#Transport pod crash|transport pod crash]] victim chooses to join your faction.&lt;br /&gt;
&lt;br /&gt;
==== Meteorite ====&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in. &lt;br /&gt;
&lt;br /&gt;
The meteorite will severely damage or kill anything that is below it. Any colonists beneath the meteorite has a small while to escape before they are crushed by it. The map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
File:Meteorite during impact.png|'''Crashing meteorite, with explosion'''&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Outpost destroyed ====&lt;br /&gt;
[[File:Faction destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have a while to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave before enemy reinforcements arrive in the form of a raid.&lt;br /&gt;
&lt;br /&gt;
===== Faction defeated =====&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans. It should be noted that this does not actually decrease the total frequency of raids you will get, as whether a raid happens or not is determined separately and before a faction is chosen. It just means that the raids will not be from this faction and will be from other factions, and with fewer human factions to choose from the game will start sending more mechanoid raids, which can inadvertently make the game harder if you find mechanoids more difficult.&lt;br /&gt;
&lt;br /&gt;
Destroying and/or befriending all factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ransom (Time remaining) ====&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction.&lt;br /&gt;
&lt;br /&gt;
Another faction captured one of your downed colonists somehow and will release that colonist to you... for a price. Common methods for capturing your colonists include grabbing downed colonists while retreating from a raid or downing an entire caravan.&lt;br /&gt;
&lt;br /&gt;
The offer will be good for 24 game hours. If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
==== Rare thrumbos ====&lt;br /&gt;
Two to six [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops, but not including [[anima tree]]s{{RoyaltyIcon}}. The player can attempt to hunt or tame them, both of which are very difficult. If no action is taken, they will leave on their own after a few days. It will not reoccur for 13 days.&lt;br /&gt;
&lt;br /&gt;
==== Reactor ready ====&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]]. If the rest of the necessary ship parts have been built, it may now be launched. Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
==== Ship chunks ====&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns. One or more [[ship chunk]]s fall onto the map. They can be deconstructed for 5-6 [[component]]s and 20 [[steel]]. Rarely they can punch through roofs, damaging structures near it. Extremely rarely, they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
==== Trauma savant ====&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, gaining 50% extra [[manipulation]] while losing the ability to [[talking|speak]], [[hearing|hear]], and have any [[social]] relationships. It also restores the brain to full functioning, despite the injury.&lt;br /&gt;
&lt;br /&gt;
==== Quest completed ====&lt;br /&gt;
You've done what was [[quest|requested]] by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations. While they attempt not to, the pods may also crash through your roof, so be prepared to repair them.&lt;br /&gt;
&lt;br /&gt;
==== Anima tree sprout ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
If an [[anima tree]] was killed by any means, this event can occur within a few days from the last death of the tree, appearing at random places that are unaffected by its radius.&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
----&lt;br /&gt;
==== Ancient danger ====&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
{{quote|As (Colonist name) draws near the ancient wall a sense of foreboding overcomes him(her). (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers|Message that appears when the first colonist walks near.}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map. While listed as a danger, they are usually harmless until disturbed.&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain. It contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk, by blowing a hole or deconstructing a section of the wall.&lt;br /&gt;
&lt;br /&gt;
First, you'll need to deal with hostiles outside. Then, opening or attacking any casket will cause all the others to open instantly. The cryptosleep caskets usually contain humans, but may also contain [[megascarab]]s or be empty. The Spacers inside the caskets may or may not be dead. If alive, they may or may not be wounded, or armed and hostile. It's even possible for pawns incapable of violence to melee attack. If they are not hostile and can walk, they will try to escape. Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings. Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]]. The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal revenge ====&lt;br /&gt;
An animal that was harmed will go mad and become [[manhunter]]. When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is. Occasionally, all nearby pack members of that animal's species may start attacking their attacker.&lt;br /&gt;
&lt;br /&gt;
==== Death ====&lt;br /&gt;
One of your pawns has died unintentionally. Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
==== Drug addiction ====&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]]. They will now need to regularly take that drug or suffer the withdrawal effects. See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
==== Heart attack ====&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]]. Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mental Break ====&lt;br /&gt;
{{Main|Mental break}}&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]]. During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted. They will use forbidden doors and items. They will also attend to their needs such as sleep, recreation, and eating.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them. They will possibly resist and need to be beaten down, causing injury. This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail. Arresting temporary members will immediately cause their faction to become hostile.&lt;br /&gt;
* Wait out the situation - This takes a while for most minor breaks. &lt;br /&gt;
&lt;br /&gt;
==== Overdose ====&lt;br /&gt;
{{Main|Overdose}}&lt;br /&gt;
One of your colonists or animals has [[overdose]]d. There is a risk of overdose when taking any [[drug|hard drug]], as well as when taking too many non-social drugs in general. This can cause permanent damage or even death.&lt;br /&gt;
&lt;br /&gt;
==== Predator hunting ====&lt;br /&gt;
A wild, hungry predator has targeted one of your colonists or tamed animals for killing and eating. This will only be triggered if a hungry predator is on the map. This means if there are few wild animals near it, or if it's dangerously close to your base or pen, in some cases it can be a good idea to put out food to feed the predator so this event does not trigger. A hunting predator is different from normal enemies in a couple of ways. While regular enemies will tend to avoid targeting noncombatant [[children]], predators will target them the same as a regular pawn. Predators will also not stop attacking once a pawn is [[downed]], and will keep attacking until the pawn is dead and then eat the corpse. Predators don't change targets, even if a different pawn is closer, unless the targeted pawn becomes inaccessible, such as by entering the door to your base.  As of version 1.4, colonists and turrets will not automatically identify predators hunting a pawn as hostile. Attacking the predator will trigger &amp;quot;animal revenge,&amp;quot; which gives the predator the ability to change targets and all colonists and turrets will recognize it as a hostile. Version 1.5 patches this and they will be immediately identified as hostile by all colonists and turrets once they start hunting a pawn.&lt;br /&gt;
&lt;br /&gt;
==== Prison break ====&lt;br /&gt;
{{Move|section=1|destination=Prisoners|reason=Double up - See [[Talk:Events#Prison break is doubled up]] for discussion}}&lt;br /&gt;
[[File:Prison break.png|300px|thumb|right|Prison break]]&lt;br /&gt;
&lt;br /&gt;
Prisoners have staged a breakout! They are able to open doors and attempt to seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are healthy, have [[Genes#Violence|aggressive genes]]{{BiotechIcon}}, or the room has more doors. As each prisoner has their own independent breakout chance, more prisoners will increase the frequency of an attempt happening despite not directly affecting each individual prisoner's mean time between prison breaks. &lt;br /&gt;
&lt;br /&gt;
All rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room has a 100% chance to join. Other rooms have a 50% chance to join. If the room does join, all prisoners in that room are affected too.&lt;br /&gt;
&lt;br /&gt;
Using low damage weapons is advised when containing a prison break to avoid a risk of killing them. Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. This is helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Roof collapsed ====&lt;br /&gt;
This event only happens if something is crushed by the falling roof. Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All [[roof]]s must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse. Damage is dealt to the head and shoulders. Note that falling roofs underneath a mountain will instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
==== Too Deep: Infestation ====&lt;br /&gt;
Insectoid infestations can spawn when actively digging from a [[deep drill]]. Insectoids, but not hives, will pop out around the drill's area. These do not have the overhead mountain requirement like regular infestations. However, they are often smaller in number, and are unable to reproduce due to the lack of hive.&lt;br /&gt;
&lt;br /&gt;
=== Faction ===&lt;br /&gt;
----&lt;br /&gt;
==== Allied: (Faction) ====&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them. They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
==== Enemy now neutral: (Faction) ====&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile. Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
==== Hostile faction ====&lt;br /&gt;
[[File:Bad will.png|300px|thumb|right|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
You've done something to anger another [[faction]] bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons. Rough factions that are neutral/allied will naturally decay goodwill, until they become hostile again.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Leader died ====&lt;br /&gt;
Occasionally, the leader of another faction will die, sometimes through no action on your part. The popup window will also announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This alert uses the variable title of the leader in question. For example, if the &amp;quot;boss&amp;quot; of a pirate band dies you will see 'Boss died', if the &amp;quot;chief&amp;quot; died, then it will read 'Chief died', and so on.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action. Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
===== New Leader =====&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
File:New chief.png|'''Chief of a hostile tribe recruited to colony.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Informational ===&lt;br /&gt;
----&lt;br /&gt;
These events serve purely to give information about the game, and have no physical gameplay implications.&lt;br /&gt;
&lt;br /&gt;
==== About: Electricity ====&lt;br /&gt;
Appears when you finish researching [[Research#Electricity|Electricity]]. Reminds you of the power of electric appliances, and the [[power]] infrastructure required to maintain them.&lt;br /&gt;
&lt;br /&gt;
==== About: Getting advanced components ====&lt;br /&gt;
Appears when you finish researching [[Research#Fabrication|Fabrication]]. Reminds you that you need [[advanced component]]s to build a [[fabrication bench]], and the potential means of obtaining them.&lt;br /&gt;
&lt;br /&gt;
==== About: Launching the ship ====&lt;br /&gt;
Appears when you finish researching [[Research#Starflight basics|Starflight Basics]]. This is a simple reminder about the dangers of powering up the [[ship reactor]] once built. Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
==== Persona Core Offer ====&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[Persona core]] is located: a critical component for building a ship. They will want 1500 silver for this information. However, you can only make this request at the [[comms console]] with factions which have at least +40 [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
You can always request for a persona core location with 100% success, even if this event doesn't trigger, so long as you have the requisite goodwill. It only serves to remind the player that it is possible.&lt;br /&gt;
&lt;br /&gt;
==== Summer ====&lt;br /&gt;
This event occurs at the beginning of the summer [[quadrum]], if you are lacking suitable [[apparel]] for winter's [[temperature]]s. It merely informs you that you are ill-prepared for the winter. Grow some more food and get some warm clothing. Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
==== Unwaveringly loyal ====&lt;br /&gt;
Appears when you first capture an unwaveringly loyal [[prisoner]]. They are unable to be recruited as a colonist or be [[ideoligion|converted]]{{IdeologyIcon}}, but can be released, [[slave|enslaved]]{{IdeologyIcon}}, or used for a variety of [[human resources]].&lt;br /&gt;
&lt;br /&gt;
==== About: Anima tree linking ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
Appears when an [[anima tree]] has 20 anima grass around it. Reminds you that a colonist with ''Natural'' meditation can begin the linking ritual, gaining a level of [[psycast]]ing in the process.&lt;br /&gt;
&lt;br /&gt;
==== Baby Prep ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Appears when a human's [[reproduction|pregnancy]] is at its third trimester. Labor will happen without warning within the next 6 days, so prepare a clean hospital with a good doctor.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
----&lt;br /&gt;
==== New lovers ====&lt;br /&gt;
You receive the announcement that two characters have become lovers, and &amp;quot;now want to sleep together&amp;quot;. These are usually colonists, but a pair of [[prisoner]]s can also become lovers. They will receive [[mood]] boosts or debuff proportional to their [[opinion]] of their partner, with +/- 1 mood for every 10 opinion above/below zero.&lt;br /&gt;
&lt;br /&gt;
Starting the moment their new relationship is announced, couples will ''immediately'' have a -4 mood debuff for &amp;quot;''sleeping alone''&amp;quot;, even if they won't get their first chance to sleep together for hours. This can be remedied by assigning both pawns to a two person bed, such as the [[double sleeping spot]], [[double bedroll]], [[double bed]] or [[royal bed]]. A [[double bedroll]] is preferred when in a [[caravan]]. Couples that sleep in the same bed can also perform [[Lovin]]' for a mood boost to both partners.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Breakup ====&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists. The one initiating the break-up is better off than the other in the couple.&lt;br /&gt;
&lt;br /&gt;
==== Rejected proposal ====&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, which may result in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days. They may accept another offer in the future. Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Breakup.png|'''Breakup'''&lt;br /&gt;
File:New lovers.png|'''A character woos another into a romance and she agrees'''&lt;br /&gt;
File:Rejected proposal.png|'''Rejected proposal'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Marriage is on! ====&lt;br /&gt;
A couple that has been together for a while will announce their engagement. The wedding will take place some time in the future, at a [[marriage spot]], or any gathering spot ([[table]] or [[campfire]]) in lieu of one. Both fiancees and married pawns, like lovers, will want to sleep in the same bed. They receive mood boosts or debuffs depending on the relationship with their couple. They can also receive a mood boost from lovin'.&lt;br /&gt;
&lt;br /&gt;
When the day of the wedding arrives, it will take place regardless of the entire colony's attendance. Pawns will sometimes take the family name of their partner upon marriage. After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry. Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting {{+|40}} mood buff to the newly weds, and {{+|20}} to attendees. &lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event. A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; for everybody ''but'' the couple should be enough to coerce all capable colonists to attend. Colonists on caravans will not attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are drafted or loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all, except for eating until the couple comes back.&lt;br /&gt;
&lt;br /&gt;
==== Affair ====&lt;br /&gt;
Somebody who is already married starts an affair with a single person. It is possible for your colonists to cheat on their lovers who aren't members of your faction.&lt;br /&gt;
&lt;br /&gt;
==== Divorce ====&lt;br /&gt;
A married couple has divorced; as a normal break up, but with worse mood penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Marriage is on.png|'''Susy has accepted Mat's marriage proposal...'''&lt;br /&gt;
File:Affair.png|'''Affair'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk triumph'''&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift worth between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
''' Peace talk success'''&lt;br /&gt;
&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk flounder'''&lt;br /&gt;
&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk backfire'''&lt;br /&gt;
&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
'''Peace talk disaster'''&lt;br /&gt;
&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
* At 0% power, the bad outcome factor is 4.&lt;br /&gt;
* At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
* At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
====== Example ======&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
# The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#* Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#* Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#* Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#* Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#* Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
== Sub-events ==&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[Events#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[Events#Volcanic winter|Volcanic winter]], [[Events#Refugee Chased at (Settlement)|Chased refugee]], [[Events#Psychic soothe|Psychic sooth]], [[Events#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[Events#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[Events#(Animals) join|Farm Animals Wander In]], [[Events#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[Events#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[Events#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[Events#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144594</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144594"/>
		<updated>2024-04-26T21:07:10Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Reorganization of entire page, addition of viable disposal methods section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with devastating combat capabilities.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack.&lt;br /&gt;
&lt;br /&gt;
Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated.&lt;br /&gt;
&lt;br /&gt;
If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted.&lt;br /&gt;
&lt;br /&gt;
The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Be sure to always have a pawn available for suppression to avoid an early escape.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Verify, reorganize and represent information within professionally}}&lt;br /&gt;
&lt;br /&gt;
The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere.&lt;br /&gt;
Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor.&lt;br /&gt;
Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns.&lt;br /&gt;
Uses attacks:&lt;br /&gt;
1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids.&lt;br /&gt;
2)Heatspikes- machine gun fire with 18 damage. &lt;br /&gt;
3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids.&lt;br /&gt;
The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run.&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raids. This may allow the sphere's loot to be obtained before it is able to disappear permanently.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid clusters]]{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping your trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_ripscanner&amp;diff=144579</id>
		<title>Subcore ripscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_ripscanner&amp;diff=144579"/>
		<updated>2024-04-25T23:29:26Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Added death refusal application&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore ripscanner&lt;br /&gt;
| image = SubcoreRipscanner north.png&lt;br /&gt;
| description = A pod with thousands of tissue probe injectors and an ultra-high-power vaporizing brain scanner. Once a person is inserted, the device will insert the probes into their body through the skin while the ripscanner chews through the brain, reading the reflected radiation and destroying the brain in the process. Ripscanning the mind generates a neuro-psychic pattern that the scanner can analog-transfer to a new high-tier mechanoid subcore.&amp;lt;br/&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. High-tier subcores produced by this ripscanner can only power high-tier mechanoids.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| mass base = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount =  200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 150&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
The '''subcore ripscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[high subcore]]s by ripscanning [[human]] pawns.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Subcore ripscanner can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Thoughts from use, traits and ideoligions that negate/modify them, whether it counts as execution for ideos requiring executions, etc. Use {{T|Thought}} where appropriate.}}&lt;br /&gt;
The subcore ripscanner takes 150 W of [[power]]. Its only purpose is to form a [[high subcore]], an ingredient used for the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|High subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
A high subcore requires 50 [[steel]] and 4 [[components]] to create. Then, a non-[[baby]] [[human]] must sit in the scanner for {{ticks|7500}}. The pawn then [[death|dies]] from destruction of the brain. This is considered an execution for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The primary way to get participants for the ripscanner are [[prisoner]]s, taken from the constant supply of raiders. It is also possible to use colonists who you would've banished in the first place.&lt;br /&gt;
&lt;br /&gt;
High subcores are used for a variety of advanced mechanoids, which all have their niches. Solo mechanitors in particular will value the [[paramedic]], which can rescue its master and perform [[surgery]] on them. If you want to make any of the listed mechs, then the ripscanner is an essential investment. If don't want any ripscanner mechs for the time being, then you can skip on the ripscanner.&lt;br /&gt;
&lt;br /&gt;
The Subcore ripscanner does not take pawns with scanning sickness.&lt;br /&gt;
&lt;br /&gt;
If used in tandem with a pawn capable of [[death refusal]]{{AnomalyIcon}}, it is possible to obtain a high subcore while keeping the pawn alive after the fact. This incurs the typical penalties associated with death refusal revival, but can be especially useful when looking to ripscan [[cultist]] raiders as they can then be sold, organ harvested, or ripscanned a 2nd time.&lt;br /&gt;
&lt;br /&gt;
===Human resources===&lt;br /&gt;
{{Main|Human resources}}&lt;br /&gt;
A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. When used on guilty prisoners, there isn't a mood penalty.&lt;br /&gt;
&lt;br /&gt;
Selling prisoners directly to a slaver or [[faction base]] often is more profitable; this only gives a {{--|3}} [[mood]]let per prisoner. However, human market value is dependent on a pawn's quality; sufficiently bad traits like brain damage, a [[peg leg]], or previous organ harvests can make a high subcore more valuable. &lt;br /&gt;
&lt;br /&gt;
Organ harvests in general are more profitable: a [[heart]] or [[liver]] is worth {{Icon Small|silver||{{Q|Heart|Market Value Base}}}} and requires 2 [[medicine]] of any type to extract. However, this usually gives {{--|5}} mood for organ harvesting and another {{--|6}} for organ-murder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore softscanner]] - Creates [[standard subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'. Fix: Ripscanning doesn't kill pawns if colonist instant death in difficulty settings is 0%. Subcore scanners: Added confirmation dialog when cancelling a scan that can kill the occupant.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo in colonist ripscanned thought description.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144168</id>
		<title>Floor etching</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144168"/>
		<updated>2024-04-21T20:15:32Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the structure added by the [[Anomaly DLC]] within [[The labyrinth]]|the recreational activity [[Children]] partake in|Learning}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Confirm spawning conventions, odds of direction chance, etc.}}&lt;br /&gt;
{{image wanted|reason=Images of all rune styles, as well as info boxes.}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Floor etching&lt;br /&gt;
| image =&lt;br /&gt;
| description = A crude sketch drawn onto the ground.&lt;br /&gt;
&lt;br /&gt;
With sufficient time, you may be able to decipher it. Select a colonist and right-click the etching to inspect it.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| paintable = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Floor etchings''' are encountered within the labyrinth across most of the map, acting as directional cues which help to navigate the maze.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Each room within the labyrinth has a chance to spawn a Floor etching{{Check Tag|Add Details|Exact chance?}}. Only one may spawn in any given room. Etchings tend to be less likely to spawn the closer the room is to the [[Warped obelisk]]{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
In order to investigate the drawing, a colonist must decipher the etching which takes X seconds{{Check Tag|Verify|Exact time in ticks and seconds?}}. Once finished, a [[Letter]] will appear with a short description followed by the chance of getting directions to the exit room. It is not guaranteed that any given floor etching will give a direction. The chance of success seems to be more likely if the etching is further from the exit{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As a reliable way to help triangulate the exit room, these drawings should be investigated quickly to help narrow down paths towards a safe exit. Ensure that the area is clear before deciphering, as the task is not instantaneous. It is unknown whether deciphering a drawing in the same room as a sleeping enemy will wake them up{{Check Tag|Verify}}. Once a general path can be gleaned from these map markers, it can be much easier to plot out a more time efficient path to freedom.&lt;br /&gt;
&lt;br /&gt;
If the current goal is complete exploration of the entire map tile, these can likely be safely ignored. That being said, the floor etching can still be of help during a full sweep of the maze, as it can help you save the area around the obelisk for last.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144046</id>
		<title>Floor etching</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Floor_etching&amp;diff=144046"/>
		<updated>2024-04-21T02:09:01Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Added dedicated page for the Floor etching, corrected name from 'Floor Drawing'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the structure added by the [[Anomaly DLC]] within [[The Labyrinth]]|the recreational activity [[Children]] partake in|Learning}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc.}}&lt;br /&gt;
{{image wanted|reason=Images of all rune styles, as well as info boxes.}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Floor etching&lt;br /&gt;
| image =&lt;br /&gt;
| description = A crude sketch drawn onto the ground.&lt;br /&gt;
&lt;br /&gt;
With sufficient time, you may be able to decipher it. Select a colonist and right-click the etching to inspect it.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| paintable = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Floor etchings''' are encountered within The Labyrinth across most of the map, acting as directional cues which help to navigate the maze.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Each room within The Labyrinth has a chance to spawn a Floor etching{{Check Tag|Add Details|Exact chance?}}. Only one may spawn in any given room. Etchings tend to be less likely to spawn the closer the room is to the [[Warped obelisk]]{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
In order to investigate the drawing, a colonist must decipher the etching which takes X seconds{{Check Tag|Verify|Exact time in ticks and seconds?}}. Once finished, a [[Letter]] will appear with a short description followed by the chance of getting directions to the exit room. It is not guaranteed that any given floor etching will give a direction. The chance of success seems to be more likely if the etching is further from the exit{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As a reliable way to help triangulate the exit room, these drawings should be investigated quickly to help narrow down paths towards safely exiting the maze. Ensure that the area is safe before deciphering, as the task is not instantaneous. It is unknown whether deciphering a drawing in the same room as a sleeping enemy will wake them up{{Check Tag|Verify}}. Once a general path can be gleaned from these map markers, it can be much easier to plot out a more time efficient path to freedom.&lt;br /&gt;
&lt;br /&gt;
If the current goal is complete exploration of the entire map tile, these can likely be safely ignored. That being said, the floor etching can still be of help during a full sweep of the maze, as it can help you save the area around the obelisk for last.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144043</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144043"/>
		<updated>2024-04-21T03:06:50Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the Labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
In order to access The Labyrinth, the colony must have a Warped Obelisk crash down in a prior event.&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:&lt;br /&gt;
&lt;br /&gt;
* Let the obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the Labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no more valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[Gray walls]] with [[Gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take ''X''{{Check Tag|verify}} seconds to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They still may be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The Labyrinth are made up of a [[Gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[Soil]] with [[Trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as The Labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within The Labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of incendiary weaponry or [[campfires]] can raise temperatures above the ''outside'' levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every Labyrinth will have 2 guaranteed gray boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
All of the following structures may be found within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* &lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon small|Heart}} [[Organs]]&lt;br /&gt;
** {{Icon small|Bioferrite shaper}} [[Bioferrite shaper]]&lt;br /&gt;
** [[Healer mech serum]]&lt;br /&gt;
** [[Shard]]&lt;br /&gt;
** [[Shard insanity lance]]&lt;br /&gt;
** [[Biomutation pulser]]&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within Gray Boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}), and in the inventories of corpses strewn about the entire map{{Check Tag|Verify|Verify if corpse injuries hint towards possible enemy encounters.}}.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
&lt;br /&gt;
Enemies that can possibly spawn within The Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Gray Statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within The Labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While a daunting challenge at first glance, navigating the Labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become overwhelmed themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits your colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the Warped Obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=143879</id>
		<title>Warped obelisk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Warped_obelisk&amp;diff=143879"/>
		<updated>2024-04-19T15:33:37Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Warped obelisk&lt;br /&gt;
}}&lt;br /&gt;
The Warped Obelisk &amp;lt;small&amp;gt;(also referred to as the &amp;quot;Abductor&amp;quot;)&amp;lt;/small&amp;gt; is one three potential obelisks that may arrive at your colony. The '''Warped Obelisk''' will kidnap creatures and colonists on activation, sending them to an alternate dimension called [[The Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Warped Obelisk has a chance to spawn at any point after activating the Void monolith.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The Warped Obelisk &amp;lt;small&amp;gt;(also referred to as the &amp;quot;Abductor&amp;quot;)&amp;lt;/small&amp;gt; is one three potential obelisks that may arrive at your colony. The '''Warped Obelisk''' will kidnap creatures and colonists on activation, sending them to an alternate dimension called '''The Labyrinth'''&lt;br /&gt;
&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, transporting them into '''The Labyrinth'''&lt;br /&gt;
&lt;br /&gt;
* When it reaches 100% or is attacked it will teleport colonists into '''The Labyrinth''' at random. If you attack the obelisk with multiple colonists, it can send more than one to the Labyrinth. They will arrive at different places, but on the same map, speeding up your exploration and giving you more firepower to defend against the threats inside.&lt;br /&gt;
&lt;br /&gt;
* after 10 Anomaly research points from studying the obelisk a teleport button will appear. (15-80 day cooldown)&lt;br /&gt;
&lt;br /&gt;
* Inside the '''The Labyrinth''' you can find gray boxes and corpses with food, organs, and weapons.&lt;br /&gt;
&lt;br /&gt;
* Once you have found the warped obelisk inside of '''The Labyrinth''' you can interact with it to be teleported back to your base, however alongside some of its content, which may be flesh beasts, or a lot of corpses that will come alive during the next death pall. When you return the obelisk will be gone.&lt;br /&gt;
&lt;br /&gt;
* To deactivate you need 30 Advanced Anomaly research points from studying the obelisk and two ''shards''. Once deactivated the button is removed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=143872</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=143872"/>
		<updated>2024-04-19T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Created page for 'The Labyrinth' to help unclutter Warped Obelisk page as well as allow for more in depth analysis of the map generation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the Labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
In order to access The Labyrinth, the colony must have a Warped Obelisk crash down in a prior event.&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:&lt;br /&gt;
&lt;br /&gt;
* Let the obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the Labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile{{Check Tag|verify|Are all creatures teleported back at once? How long is the delay between activation and teleportation?}}. Upon return the original obelisk will be gone. Any creatures, bodies, and items taken from within loot containers{{Check Tag|verify}} will be randomly distributed throughout the map tile. This includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}} which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. To reveal these areas pawns must path to connecting doors, some of which must be forced open, taking ''X''{{Check Tag|verify}} seconds. Opening any doors leaves them open permanently. All walls and doors will be completely indestructible{{Check Tag|verify}}, meaning you cannot bypass jammed doors unless you find an alternate route into the same room. {{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
Every Labyrinth will have an final room with a warped obelisk and 2 gray boxes containing varied loot.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
All of the following structures may be found within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Bottomless Pit]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* [[Floor Sketch(?)]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* [[Gray Box]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within Gray Boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}), and in the inventories of corpses strewn about the entire map{{Check Tag|Verify|Verify if corpse injuries hint towards possible enemy encounters.}}.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
&lt;br /&gt;
Enemies that can possibly spawn within The Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Fingerspike]]&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While a daunting challenge at first glance, navigating the Labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become overwhelmed themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits your colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the Warped Obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y37ej8782dcf8f2c&amp;topic_postId=y37jmxtpnpbc6clg&amp;topic_revId=y37jmxtpnpbc6clg&amp;action=single-view</id>
		<title>Topic:Y37ej8782dcf8f2c</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y37ej8782dcf8f2c&amp;topic_postId=y37jmxtpnpbc6clg&amp;topic_revId=y37jmxtpnpbc6clg&amp;action=single-view"/>
		<updated>2024-04-19T14:59:32Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:NykanTheCat&quot; class=&quot;mw-userlink&quot; title=&quot;User:NykanTheCat&quot;&gt;&lt;bdi&gt;NykanTheCat&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:NykanTheCat&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:NykanTheCat&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/NykanTheCat&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/NykanTheCat&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:Y37ej8782dcf8f2c&amp;amp;topic_showPostId=y37jmxtpnpbc6clg#flow-post-y37jmxtpnpbc6clg&quot;&gt;commented&lt;/a&gt; on &quot;Regarding the berserk phase.&quot; (&lt;em&gt;Unfortunately was unable to test much as I found much of this info within a solo colonist run with only early to mid level techs and slig...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y370ldmiwotfdxdw&amp;topic_postId=y371zflb0dnyg5dw&amp;topic_revId=y371zflb0dnyg5dw&amp;action=single-view</id>
		<title>Topic:Y370ldmiwotfdxdw</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y370ldmiwotfdxdw&amp;topic_postId=y371zflb0dnyg5dw&amp;topic_revId=y371zflb0dnyg5dw&amp;action=single-view"/>
		<updated>2024-04-19T09:42:33Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:NykanTheCat&quot; class=&quot;mw-userlink&quot; title=&quot;User:NykanTheCat&quot;&gt;&lt;bdi&gt;NykanTheCat&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:NykanTheCat&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:NykanTheCat&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/NykanTheCat&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/NykanTheCat&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:Y370ldmiwotfdxdw&amp;amp;topic_showPostId=y371zflb0dnyg5dw#flow-post-y371zflb0dnyg5dw&quot;&gt;commented&lt;/a&gt; on &quot;Welcome!&quot; (&lt;em&gt;Will do, thanks for the warm welcome &amp;lt;3&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:NykanTheCat&amp;diff=143848</id>
		<title>User:NykanTheCat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:NykanTheCat&amp;diff=143848"/>
		<updated>2024-04-19T08:46:16Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: User profile creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haii, new user here. just wanted to help fill in some new info for the [[Anomaly DLC]]. Still pretty new to this format so bear with me &amp;lt;3 Hope someone gets some use out of my edits.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143846</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143846"/>
		<updated>2024-04-19T07:50:36Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc.}}&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.&lt;br /&gt;
&lt;br /&gt;
The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''golden cube''' is an anomalous object obtained from quests in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The golden cube can be found in [[Events]] in which you are contacted by either a planetary faction{{Check Tag|verify|Which factions?}} or an anonymous AI. The quest giver will ask that you receive some unspecified cargo and refuse any questions about the shipment. Once the quest has been accepted there is a chance that the object which is given to you is the golden cube{{Check Tag|verify|Any other way to obtain? Chance of acquisition}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Once received, [[colonists]] will begin to obsess over this object{{Check Tag|verify|How often are colonists newly affected by the obsession?}}. They gain significant mood bonuses as long as they are allowed to interact with the cube, but also severe penalties to mood if they are separated{{Check Tag|verify|Complete list of mood buffs/debuffs required}}.&lt;br /&gt;
&lt;br /&gt;
Colonists will often stop whatever they were tasked with to 'Play' with the cube. Any obsessed colonists will be unable to have their task changed while playing, but can still be drafted. If the drafted colonist goes too long without being allowed to interact with the cube they will experience 'Cube Withdrawal'{{Check Tag|verify|Complete list and range of effects required}}. Undrafting a colonist undergoing this withdrawal will have them immediately try to interact with the cube, though they can continue to be drafted at any point{{Check Tag|verify}} allowing them to be useful during attacks on the colony.&lt;br /&gt;
&lt;br /&gt;
Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture]] related to the cube. The sculpture is constructed from whatever material the colonist is standing on or by. For example, colonists standing around dirt will make dirt sculptures while those on concrete will make scrap or stone sculptures{{Check Tag|verify|verify all possible materials and floor compositions}}. This artwork will provide a {{+|15}} mood buff to any obsessed colonist who views it. These sculptures cannot be deconstructed and must be destroyed by attacks. When destroyed, obsessed colonists will suffer a mood penalty{{Check Tag|verify|Severity? Stacking? All obsessed colonists or only builder?}}.&lt;br /&gt;
&lt;br /&gt;
When enough studies have been conducted on the golden cube, an option to permanently deactivate it becomes available which requires 1 Archotech [[Shard]]. This destroys the cube and breaks its hold over your colony. However, doing so will send any currently obsessed colonists on the map into [[Berserk]] Mental Breaks{{Check Tag|verify|Are colonists on other map tiles not in caravans affected?}}. Any affected colonists within a [[caravan]] at the time of destruction will leave the colony permanently. Colonists who are obsessed with the cube will not willingly destroy it, so this action must be performed by an unaffected colonist. Temporary pawns from quests may deactivate the cube so long as they are not currently affected{{Check Tag|verify|Can temporary pawns become obsessed?}}.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 166 Gold{{Check Tag|verify|Is this amount based on variables such as construction skill?}}.&lt;br /&gt;
&lt;br /&gt;
Other methods of disposal which must be tested: Caravan dumping, [[Transport pod]] disposal, etc{{Check Tag|verify|Confirm and compile all possible routes of disposal}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken that the colony is able to reliably deal with adverse side effects brought on by the entity. The introduction of the cube may severely cut down on overall productivity, but also grant a substantial mood bonus to any colonist allowed to consistently interact with the golden cube. Colonies with many pawns who are constantly in danger of mental breaking may find a use, as the huge mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpture making can prove troublesome as it not only wastes a pawns time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (About on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards. Placing a dedicated 1x1 [Stockpile Zone] or a [shelf] for the cube can ensure that it always returns to a specific viewing point.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
Destruction of the cube can be both difficult and dangerous. If all of your colonists are obsessed there will be no way to conventionally deactivate the object, as affected colonists refuse to do so. Any unaffected colonists should be ready to promptly secure and subdue obsessed pawns who go berserk. Be sure to return any affected colonists to the home map before destroying the golden cube, otherwise they will permanently leave. This is likely intended to force affected pawns into the Berserk state and prevent them from avoiding this by caravanning away.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143843</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143843"/>
		<updated>2024-04-19T07:18:13Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Starting page for Golden cube. First time making a new page, corrections appreciated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires image, confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc.}}&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.&lt;br /&gt;
&lt;br /&gt;
The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''golden cube''' is an anomalous object obtained from quests in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The golden cube can be found in [[Events]] in which you are contacted by either a planetary faction{{Check Tag|verify|Which factions?}} or an anonymous AI. The quest giver will ask that you receive some unspecified cargo and refuse any questions about the shipment. Once the quest has been accepted there is a chance that the object which is given to you is the golden cube{{Check Tag|verify|Any other way to obtain? Chance of acquisition}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Once received, [[colonists]] will begin to obsess over this object{{Check Tag|verify|How often are colonists newly affected by the obsession?}}. They gain significant mood bonuses as long as they are allowed to interact with the cube, but also severe penalties to mood if they are separated{{Check Tag|verify|Complete list of mood buffs/debuffs required}}.&lt;br /&gt;
&lt;br /&gt;
Colonists will often stop whatever they were tasked with to 'Play' with the cube. Any obsessed colonists will be unable to have their task changed while playing, but can still be drafted. If the drafted colonist goes too long without being allowed to interact with the cube they will experience 'Cube Withdrawal'{{Check Tag|verify|Complete list and range of effects required}}. Undrafting a colonist undergoing this withdrawal will have them immediately try to interact with the cube, though they can continue to be drafted at any point{{Check Tag|verify}} allowing them to be useful during attacks on the colony.&lt;br /&gt;
&lt;br /&gt;
Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture]] related to the cube. The sculpture is constructed from whatever material the colonist is standing on or by. For example, colonists standing around dirt will make dirt sculptures while those on concrete will make scrap or stone sculptures{{Check Tag|verify|verify all possible materials and floor compositions}}. This artwork will provide a {{+|15}} mood buff to any obsessed colonist who views it. These sculptures cannot be deconstructed and must be destroyed by attacks. When destroyed, obsessed colonists will suffer a mood penalty{{Check Tag|verify|Severity? Stacking? All obsessed colonists or only builder?}}.&lt;br /&gt;
&lt;br /&gt;
When enough studies have been conducted on the golden cube, an option to permanently deactivate it becomes available which requires 1 Archotech [[Shard]]. This destroys the cube and breaks its hold over your colony. However, doing so will send any currently obsessed colonists on the map into [[Berserk]] Mental Breaks{{Check Tag|verify|Are colonists on other map tiles not in caravans affected?}}. Any affected colonists within a [[caravan]] at the time of destruction will leave the colony permanently. Colonists who are obsessed with the cube will not willingly destroy it, so this action must be performed by an unaffected colonist. Temporary pawns from quests may deactivate the cube so long as they are not currently affected{{Check Tag|verify|Can temporary pawns become obsessed?}}.&lt;br /&gt;
&lt;br /&gt;
Upon deactivation the golden cube drops 166 Gold{{Check Tag|verify|Is this amount based on variables such as construction skill?}}.&lt;br /&gt;
&lt;br /&gt;
Other methods of disposal which must be tested: Caravan dumping, [[Transport pod]] disposal, etc{{Check Tag|verify|Confirm and compile all possible routes of disposal}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken that the colony is able to reliably deal with adverse side effects brought on by the entity. The introduction of the cube may severely cut down on overall productivity, but also grant a substantial mood bonus to any colonist allowed to consistently interact with the golden cube. Colonies with many pawns who are constantly in danger of mental breaking may find a use, as the huge mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpture making can prove troublesome as it not only wastes a pawns time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (About on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
Destruction of the cube can be both difficult and dangerous. If all of your colonists are obsessed there will be no way to conventionally deactivate the object, as affected colonists refuse to do so. Any unaffected colonists should be ready to promptly secure and subdue obsessed pawns who go berserk. Be sure to return any affected colonists to the home map before destroying the golden cube, otherwise they will permanently leave. This is likely intended to force affected pawns into the Berserk state and prevent them from avoiding this by caravanning away.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143841</id>
		<title>Golden cube</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Golden_cube&amp;diff=143841"/>
		<updated>2024-04-19T05:06:36Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Starting page for Golden cube. First time making a new page, corrections appreciated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the miscellaneous object added by the [[Anomaly DLC]]|the object used in an [[Ideoligion]]'s [[Reliquary]]|Relic}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Requires image, confirmation on acquisition and effects, compilation of disposal methods, complete list of mood and health effects, etc.}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Golden cube&lt;br /&gt;
| image =&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.&lt;br /&gt;
&lt;br /&gt;
The cube seems impervious to most damage.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| beauty = 400&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''golden cube''' is an anomalous object obtained from quests in the [[Anomaly DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The golden cube can be found in [[Events]] in which you are contacted by either a planetary faction{{Check Tag|verify|Which factions?}} or an anonymous AI. The quest giver will ask that you receive some unspecified cargo and refuse any questions about the shipment. Once the quest has been accepted there is a chance that the object which is given to you is the '''golden cube'''{{Check Tag|verify|Any other way to obtain? Chance of acquisition}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Once received, [[colonists]] will begin to obsess over this object{{Check Tag|verify|How often are colonists newly affected by the obsession?}}. They gain significant mood bonuses as long as they are allowed to interact with the cube, but also severe penalties to mood if they are separated{{Check Tag|verify|Complete list of mood buffs/debuffs required}}.&lt;br /&gt;
&lt;br /&gt;
Colonists will often stop whatever they were tasked with to 'Play' with the cube. Any obsessed colonists will be unable to have their task changed while playing, but can still be drafted. If the drafted colonist goes too long without being allowed to interact with the cube they will experience 'Cube Withdrawal'{{Check Tag|verify|Complete list and range of effects required}}. Undrafting a colonist undergoing this withdrawal will have them immediately try to interact with the cube, though they can continue to be drafted at any point{{Check Tag|verify}} allowing them to be useful during attacks on the colony.&lt;br /&gt;
&lt;br /&gt;
Obsessed colonists will go on periodic mental breaks{{Check Tag|verify|MTB?}} during which they will build a [[sculpture]] related to the cube. The sculpture is constructed from whatever material the colonist is standing on or by. For example, colonists standing around dirt will make dirt sculptures while those on concrete will make scrap or stone sculptures{{Check Tag|verify|verify all possible materials and floor compositions}}. This artwork will provide a {{+|15}} mood buff to any obsessed colonist who views it. These sculptures cannot be deconstructed and must be destroyed by attacks. When destroyed, obsessed colonists will suffer a mood penalty{{Check Tag|verify|Severity? Stacking? All obsessed colonists or only builder?}}.&lt;br /&gt;
&lt;br /&gt;
When enough studies have been conducted on the golden cube, an option to permanently deactivate it becomes available which requires 1 Archotech [[Shard]]. This destroys the cube and breaks its hold over your colony. However, doing so will send any currently obsessed colonists on the map into [[Berserk]] Mental Breaks{{Check Tag|verify|Are colonists on other map tiles not in caravans affected?}}. Any affected colonists within a [[caravan]] at the time of destruction will leave the colony permanently. Colonists who are obsessed with the cube will not willingly destroy it, so this action must be performed by an unaffected colonist{{Check Tag|verify|Can temporary pawns deactivate?}}.&lt;br /&gt;
&lt;br /&gt;
Other methods of disposal which must be tested: Caravan dumping, [[Transport pod]] disposal, etc{{Check Tag|verify|Confirm and compile all possible routes of disposal}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As with any anomalous object, care should be taken that the colony is able to reliably deal with adverse side effects brought on by the entity. The introduction of the cube may severely cut down on overall productivity, but also grant a substantial mood bonus to any colonist allowed to consistently interact with the golden cube. Colonies with many pawns who are constantly in danger of mental breaking may find a use, as the huge mood buffs will change potentially dangerous mental breaks into smaller sculpture creation breaks. However, constant sculpture making can prove troublesome as it not only wastes a pawns time, but also takes up space with relatively low value sculptures which cannot be broken without a mood penalty.&lt;br /&gt;
&lt;br /&gt;
The cube itself has a considerably high [[beauty]] value (About on par with a Good quality golden statue) which can even increase the mood of pawns who are not obsessed but simply share the same room as the cube. This can quickly increase the beauty value within a room colonists frequent, such as a rec room or dining room. Keeping the cube on display may prove difficult though, as many of your pawns may attempt to play with it constantly. This may limit the display time and relocate the golden cube afterwards.&lt;br /&gt;
&lt;br /&gt;
Caravans are made substantially more difficult to form and maintain as any affected colonists will eventually be plagued with constant mood penalties due to undergoing cube withdrawal{{Check Tag|verify|Does carrying the cube within a caravan change this?}}. Often, you may be restricted to keeping any obsessed colonists at home while unaffected pawns can safely do quests on the world map.&lt;br /&gt;
&lt;br /&gt;
Destruction of the cube can be both difficult and dangerous. If all of your colonists are obsessed there will be no way to conventionally deactivate the object, as affected colonists refuse to do so. Any unaffected colonists should be ready to promptly secure and subdue obsessed pawns who go berserk. Be sure to return any affected colonists to the home map before destroying the golden cube, otherwise they will permanently leave. This is likely intended to force affected pawns into the Berserk state and prevent them from avoiding this by caravanning away.&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143822</id>
		<title>Devourer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devourer&amp;diff=143822"/>
		<updated>2024-04-18T13:07:35Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Added viable counter to devourer lunge as well as a strange spawn I encountered from ocean tile. (There is also a water splash for the ocean spawn that I was not able to capture, requires screenshot of animation.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Devourer&lt;br /&gt;
| image = Devourer.png&lt;br /&gt;
| description = A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
}}&lt;br /&gt;
Devourers are an entity added in the [[Anomaly DLC]].&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Rewrite|reason=Separate swallowing/digestion summary from combat summary|section=1}}&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Devourers are rather unconventional combatants, as they prefer not to attack normally. Instead, they will chose a target, lunge at it, and instantly swallow it whole. It is possible to avoid being swallowed by using a [[Jump pack]], [[Longjump legs]], or similar ability during the Devourer's lunge attack. The Devourer will then prioritize a different target upon landing{{Check Tag|verify}}. A devourer cannot swallow any pawn with a body size greater than 3.5. Once the devourer has consumed its target, it will not move so long as it is full, making it vulnerable to retaliation. The swallowed pawn will be digested over time at a rate related to their body size, receiving acid burns. The rate at which a creature is digested is linearly interpolated between three different points - 10 seconds to digest a pawn with a body size of 0.2, 30 seconds for a pawn with a body size of 1, and 60 seconds for a pawn with a body size of 3.5. The devourer is capable of swallowing and digesting [[mechanoid]]s. If a devourer catches fire, it will immediately regurgitate whatever it is swallowing. The devourer's swallowing attack has a cooldown of one hour.&lt;br /&gt;
&lt;br /&gt;
Devourers are quite destructive, and will smash up player-owned buildings if they cannot find any pawns to attack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When fighting devourers in close range, especially in great numbers, it is practically guaranteed that at least one of your fighters will get swallowed. However, apart from the damage from acid burns, there are no long-term drawbacks to a pawn being swallowed, assuming they are promptly liberated. In fact, full devourers are easier to deal with, as they will not attack or flee while digesting. For these reasons, there are two basic strategies for engaging devourers: Picking them off at range and staying safe, or getting close and taking their punishment.&lt;br /&gt;
&lt;br /&gt;
If you plan on taking the devourers head-on, and there are a large number of devourers attacking, then it would be a good idea to try and split them off while also keeping your fighters close together. This way, fewer fighters end up being swallowed at any given time, and more fighters are available to retaliate against digesting devourers.&lt;br /&gt;
&lt;br /&gt;
Devourers are generally slower than humans, who have a base movement speed of 4.6 tiles/second. This makes [[kiting]] viable, but still dangerous. Care must be taken to stay out of the devourer's lunging range, as they can close the distance instantly. If any fighter ends up being swallowed while several devourers are in combat, you will have to choose whether to leave them for dead or abandon the kiting maneuver and rescue them.&lt;br /&gt;
&lt;br /&gt;
If you have a [[mechanitor]]{{BiotechIcon}} in your colony, a valid strategy would be to inundate the devourers by sending in a wave of labor mechanoids and allowing them to be swallowed, then sending in your actual fighters. [[Scorcher]]s can be highly effective in forcing devourers to regurgitate swallowed pawns or mechs. The high rate of fire of scorchers, as well as their low resource and bandwidth cost, make them cost-efficient counters to the devourer's most dangerous attack. [[Tesseron]]s can also be effective at lighting devourers on fire, and have considerably longer range than scorchers. &lt;br /&gt;
&lt;br /&gt;
It is also recommended to have at least one colonist behind the main lines with a weapon capable of lighting fires, like an [[Incinerator]] or [[Molotov cocktails]], to force Devourers to regurgitate colonists if any are at risk of being digested before your fighters can down it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Devourers may spawn from shallow ocean tiles, even if a raid normally would not be able to spawn from a map edge due to deep ocean water. This may prove dangerous to colonies relying on coasts to prevent enemies  attacking from certain directions{{Check Tag|verify}}.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer east.png|East&lt;br /&gt;
Devourer north.png|North&lt;br /&gt;
Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Digesting ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Devourer Closed east.png|East&lt;br /&gt;
Devourer Closed north.png|North&lt;br /&gt;
Devourer Closed south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Dessicated ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Devourer east.png|East&lt;br /&gt;
Dessicated Devourer north.png|North&lt;br /&gt;
Dessicated Devourer south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=143821</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=143821"/>
		<updated>2024-04-18T15:30:31Z</updated>

		<summary type="html">&lt;p&gt;NykanTheCat: Elaborated on entity non-renewability and Escape Interval influence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity.  The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&lt;br /&gt;
&lt;br /&gt;
Larger entities produce more power.  However, electroharvesting agitates entities, making them more likely to escape.&lt;br /&gt;
&lt;br /&gt;
An electroharvester can link to up to four platforms.  However, each holding platform can support only one electroharvester.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Requires 50 steel, 25 bioferrite, and one component.  Requires the Electroharvester research, a basic dark research.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester.&lt;br /&gt;
&lt;br /&gt;
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.&lt;br /&gt;
&lt;br /&gt;
Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength. It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly increase the Escape interval of an entity, which is influenced by movement of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Appears much inferior to the Bioferrite generator and should be replaced when possible.  The containment penalty it inflicts is considerable.  Might be worth using with specific entities as power generation depends on the entity in question; further testing needed.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>NykanTheCat</name></author>
	</entry>
</feed>