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	<updated>2026-04-06T00:55:25Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=174905</id>
		<title>Xenotypes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenotypes&amp;diff=174905"/>
		<updated>2026-02-09T16:50:53Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added fun anomaly trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
'''Xenotypes''', also known as '''xenohumans''', refer to the various subspecies of [[human]]. They have different sets of [[gene]]s, whether by adaptation or gene editing. There are 11 xenotypes (including baseliners, and 1 more from [[Odyssey (DLC)]]) found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. All xenotypes drop [[human meat]] and [[human leather]], no matter how foreign they may be.&lt;br /&gt;
&lt;br /&gt;
== List of xenotypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=width:6em | Xenotype !! Description !! Gene type  !! [[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] !! [[File:Complexity.png|20px|Complexity|link=Complexity]]&lt;br /&gt;
|-&lt;br /&gt;
! Baseliners&amp;lt;br&amp;gt;[[File:Baseliner.png|32px]]&lt;br /&gt;
| A naturally-evolved human with no significant genetic modifications. &lt;br /&gt;
| N/A || '''±0''' || 0 &lt;br /&gt;
|-&lt;br /&gt;
! Hybrids&amp;lt;br&amp;gt;[[File:Other.png|32px]]&lt;br /&gt;
| A genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || ''Varies'' || ''Varies'' &lt;br /&gt;
|-&lt;br /&gt;
! [[Dirtmoles]]&amp;lt;br&amp;gt;[[File:Dirtmole.png|32px]]&lt;br /&gt;
| Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Genies]]&amp;lt;br&amp;gt;[[File:Genie.png|32px]]&lt;br /&gt;
| Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|1}} || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Highmates]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px]]&lt;br /&gt;
| Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Hussars]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px]]&lt;br /&gt;
| Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|2}} || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Impids]]&amp;lt;br&amp;gt;[[File:Impid.png|32px]]&lt;br /&gt;
| Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Neanderthals]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px]]&lt;br /&gt;
| Ancient humans that are slow to move and slow to learn, but are incredibly tanky. &lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|2}} || 12&lt;br /&gt;
|-&lt;br /&gt;
! [[Pigskins]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px]]&lt;br /&gt;
| Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 16&lt;br /&gt;
|-&lt;br /&gt;
! [[Sanguophages]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px]]&lt;br /&gt;
| Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 57&lt;br /&gt;
|-&lt;br /&gt;
! [[Starjack]]{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Starjack.png|32px]]&lt;br /&gt;
| Designed as workers suited for space environments, starjack are more resilient to the effects of space but weak in melee combat.&lt;br /&gt;
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 11&lt;br /&gt;
|-&lt;br /&gt;
! [[Wasters]]&amp;lt;br&amp;gt;[[File:Waster.png|32px]]&lt;br /&gt;
| Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 13&lt;br /&gt;
|-&lt;br /&gt;
! [[Yttakin]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px]]&lt;br /&gt;
| Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.&lt;br /&gt;
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Customization ==&lt;br /&gt;
{{For|full list of genes|Genes}}&lt;br /&gt;
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.&lt;br /&gt;
&lt;br /&gt;
There are 2 options available in this screen:&lt;br /&gt;
* Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).&lt;br /&gt;
* Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].&lt;br /&gt;
&lt;br /&gt;
Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype.&lt;br /&gt;
&lt;br /&gt;
== Ingame creation ==&lt;br /&gt;
{{Main|Genetics}}&lt;br /&gt;
Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.&lt;br /&gt;
&lt;br /&gt;
All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.&lt;br /&gt;
&lt;br /&gt;
== Xenotype Save file locations == &lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Windows version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in users AppData folders:&lt;br /&gt;
&amp;lt;code&amp;gt;%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Xenotypes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shortcut:&lt;br /&gt;
# &amp;lt;kbd&amp;gt;Windows&amp;lt;/kbd&amp;gt;+&amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; -&amp;gt; the Run dialog will appear.&lt;br /&gt;
# Type appdata and press enter.&lt;br /&gt;
# Go to LocalLow/Ludeon Studios.&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Linux-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;Linux version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
The Save files are stored in: &amp;lt;code&amp;gt;~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Folders-OS-Apple-Metro-icon.png|18px]] &lt;br /&gt;
|&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;temp1&amp;quot; style=&amp;quot;position: relative; bottom: 4px;&amp;quot;&amp;gt;&amp;amp;nbsp;macOS version&amp;lt;/span&amp;gt; ===&lt;br /&gt;
|}&lt;br /&gt;
Your Rimworld settings folder is &amp;lt;code&amp;gt;'''~/Library/Application Support/RimWorld'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see your save games with Finder, open a new shell and enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;open &amp;quot;~/Library/Application Support/RimWorld/Xenotypes/&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
(may also be in cache)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* An unused icon called 'grunter.png' [[File:Grunter.png|18px]] can be found in the game files. It's located in the same folder as the icons for the other xenotypes.&lt;br /&gt;
* Non-baseliner human [[shambler]]s {{AnomalyIcon}} can never spawn as desiccated if they are generated as shamblers first.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Animals|#Xenotypes]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=174904</id>
		<title>Sanguophages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=174904"/>
		<updated>2026-02-09T16:44:47Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: moved trivia to shambler page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Sanguophage&lt;br /&gt;
| image = Sanguophage.png&lt;br /&gt;
| description = Sanguophages are a type of archotech-enhanced xenohuman. Powered by archites, their abilities go far beyond normal genetic enhancements. They are mentally adept and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person.&amp;lt;br/&amp;gt;Sanguophages must regularly consume hemogen derived from human blood, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&amp;lt;br/&amp;gt;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&lt;br /&gt;
| short description = Sanguophages are ageless, deathless super-humans powered by archotech-created archites in the bloodstream. They are beautiful and extremely intelligent. They can heal any injury, and never suffer from disease or poison. In combat, they can launch deadly spines and heal injured friends. The price is that sanguophages must consume hemogen derived from human blood to survive, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| generate with xenogerm replicating hediff chance = 0.5&lt;br /&gt;
| xenogerm replicating duration left days range = 0.1~140&lt;br /&gt;
| combat power factor = 2.5&lt;br /&gt;
| display priority = -1000&lt;br /&gt;
| factionless generation weight = 0&lt;br /&gt;
| double xenotype chances = (Pigskin, 0.02), (Impid, 0.02), (Yttakin, 0.02), (Neanderthal, 0.02), (Waster, 0.02), (Dirtmole, 0.02)&lt;br /&gt;
| genes = Hemogenic, Hemogen drain, Bloodfeeder, Coagulate, Gene implanter, Longjump legs, Ageless, Deathless, Deathrest, Piercing spine, Psy-sensitive, Low sleep, Attractive, Fast runner, Strong melee damage, Dark vision, TotalHealing, Perfect immunity, Non-senescent, Tox immunity, Superfast wound healing, Strong Melee, Strong Social, Strong Intellectual, Mild UV sensitivity, Tinderskin, Pyrophobia, Archite metabolism, Aggressive, Robust&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sanguophage&lt;br /&gt;
| label = sanguophage&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Sanguophage&lt;br /&gt;
| soundDefOnImplant = PawnBecameSanguophage&lt;br /&gt;
}}&lt;br /&gt;
'''Sanguophages''' are an exceptionally rare and powerful [[Xenotypes|xenotype]] with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for [[hemogen|human blood]].&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{Quote|&amp;quot;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;&lt;br /&gt;
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&amp;quot;|Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Sanguophages have a gene complexity of 57[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]] and an equivalent xenogerm contains 8[[File:Archite_capsule_required.png|20px|Archite capsule|link=Archite capsule]] [[Archite capsule|archite capsules]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderthal]]'s ''Slow Runner''), which can change their metabolism.&lt;br /&gt;
&lt;br /&gt;
All sanguophages have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Archite:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene XenogermReimplanter.png|64|Gene implanter|Gene implanter}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Ageless.png|64|Ageless|Ageless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene ArchiteMetabolism.png|64|Archite metabolism|Archite metabolism}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Deathless.png|64|Deathless|Deathless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene NonSenescent.png|64|Non-senescent|Non-senescent}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene PerfectImmunity.png|64|Perfect immunity|Perfect immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene TotalHealing.png|64| Scarless|Scarless}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gene implanter]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Ageless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Archite metabolism]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Non-senescent]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Perfect immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Scarless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Hemogenic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Bloodfeeder.png|64|Bloodfeeder|Bloodfeeder}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Coagulate.png|64|Coagulate|Coagulate}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LongJumpLegs.png|64|Longjump legs|Longjump legs}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PiercingSpine.png|64|Piercing spine|Piercing spine}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Hemogenic.png|64|Hemogenic|Hemogenic}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HemogenDrain.png|64|Hemogen drain|Hemogen drain}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Deathrest.png|64|Deathrest|Deathrest (gene)}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Bloodfeeder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Coagulate]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Longjump legs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Piercing spine]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogenic]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogen drain]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathrest (gene)|Deathrest]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WoundHealingRateSuperfast.png|64|Superfast wound healing|Superfast wound healing}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene EnhancedPsychicAbility.png|64|Psy-sensitive|Psy-sensitive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickMovespeed.png|64|Fast runner|Fast runner}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene TotalToxicityResistance.png|64|Tox immunity|Tox immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MildUVSensitivity.png|64|Mild UV sensitivity|Mild UV sensitivity}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireWeakness.png|64|Tinderskin|Tinderskin}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireTerror.png|64|Pyrophobia|Pyrophobia}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Superfast wound healing]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psy-sensitive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fast runner]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tox immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Mild UV sensitivity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tinderskin]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pyrophobia]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Aggressive.png|64|Aggressive|Aggressive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Strong melee damage}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickSleeper.png|64|Low sleep|Low sleep}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Tough.png|64|Robust|Robust}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Pretty.png|64|Attractive|Attractive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}} &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Aggressive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Low sleep]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Robust]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Attractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dark vision]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMelee.png|64|Strong melee|Strong melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongSocial.png|64|Strong social|Strong social}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongIntellectual.png|64|Strong intellectual|Strong intellectual}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong social]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong intellectual]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
{{stub|section=1|reason=More detail on the quests}}&lt;br /&gt;
Sanguophages can be found in several ways.&lt;br /&gt;
* [[Scenario_system#Default_Scenarios|Sanguophage scenario]]: You start the game with a Sanguophage.&lt;br /&gt;
* Recruitment: You capture and [[recruit]] a Sanguophage, or one [[Events#Wanderer_joins|joins as a wanderer]].{{Check Tag|Verify|108 dev moded  wanderers didn't generwte a sanguo. verify it can spawn this way}}&lt;br /&gt;
* [[Gene implanter|Gene implant]]: You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the &amp;quot;Absorb xenogerm&amp;quot; option. If the sanguophage's genes are currently regrowing, this will kill them.&lt;br /&gt;
* [[Quests#Bloodthirsty Parley|Quest: Bloodthirsty Parley]]: You allow 2 or more Sanguophages hold a meeting at your colony. They will start the ceremony by placing a [[blood torch]], which gives {{+|2}} mood buff to all sanguophages in its radius, and a red mist, with red eyes appearing in it, will appear for a few hours. The torch will remain once the quest is complete. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes. There's also a small chance that some of those sanguophages will give you a join offer, similar to refugees.&lt;br /&gt;
* [[Quests#Sanguophage Transport|Quest: Sanguophage Transport]]: You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.&lt;br /&gt;
* [[Empire|Stellarchs]]{{RoyaltyIcon}} have a 25% chance of generating as a Sanguophage, separate from the [[xenotype]] set used by the empire itself. This means that there is the potential to order the high stellarch to implant their xenogerm into a colonist during the Royalty endgame quest.&lt;br /&gt;
**Knights/Dames, Praetors, Barons/Baronesses and Count/Countesses also have a 5% chance to generate as a Sanguophage, and Duke/Duchesses and Consuls have a 15% chance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Becoming a sanguophage has a variety of pros and cons, that are generally worth the implantation. &lt;br /&gt;
&lt;br /&gt;
Access to Low Sleep means that, even when considering deathrest, a sanguophage will have more hours of work every day. The archite genes provide eternal youth and health, and cure scars akin to [[luciferium]]. Fast walker and Robust are useful to just about any colonist. Finally, their hemogen abilities are all useful in their own way.&lt;br /&gt;
&lt;br /&gt;
Because of their Non-Senecent and Scarless genes they also end up being the most ideal target for [[Psychic ritual]]s{{AnomalyIcon}} with very little penalty from chronophagy{{Check Tag|Philophagy?|apart from the obvious skill loss its not stated if that ritual causes brain damage on its page}} other then a {{--|18}} Psychic Ritual Target thought {{Check Tag|Thought Template}} and dark psychic shock. Psychophagy can also be used if the sanguophage's psychic sensitivity is unwanted albeit preventing any further use for future rituals.&lt;br /&gt;
&lt;br /&gt;
However, being a blood drinker does come with costs - a need for [[hemogen]] and a need for [[deathrest]]. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Sanguophage needs ===&lt;br /&gt;
==== Hemogen ====&lt;br /&gt;
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached [[hemopump]]s. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches {{Bad|x50%}} [[Consciousness]], {{++|15%}} [[pain]] and a {{--|20}} [[mood]]let. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.&lt;br /&gt;
&lt;br /&gt;
As a rough measure, each regular human can meet {{#expr: (20/10) &amp;lt;!--Days of hemogen from 1 feed--&amp;gt;/(45/33.3)&amp;lt;!--Days to recover from blood loss from 1 feed--&amp;gt;}} sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting [[hemogen pack]]s and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a {{--|5}} moodlet, and extracting them slowly trains the [[medical]] skill. Note that the moodlet is avoided when feeding on [[masochist]]s or those with the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Prisoner]]s are preferred as hemogen sources over colonists because the [[blood loss]] will reduce the ability to work for a short time. The mood impact of bloodfeeding is also less important on prisoners. You can give prisoners the [[Dead calm]] gene to make sure they don't escape while still remaining able to feed themselves from [[nutrient paste dispenser]]s or meals left in their prison. Alternatively, the [[Peg leg#Analysis|leg treatment]] will also prevent escapes and reduce their [[Market Value]], but they will need to be manually fed by colonists or [[paramedic]] mechanoids. You can also give them negative genes like [[Very unattractive]] to reduce food upkeep.&lt;br /&gt;
&lt;br /&gt;
==== Deathrest ====&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Sanguophages need to [[deathrest]] once every ~30 days. This will last from 4 days (regular [[bed]]) to 2.5 days ([[deathrest casket]] + 2 [[deathrest accelerator]]s). During this time, the pawn will have their needs frozen. Lacking deathrest is like lacking hemogen - it isn't fatal, but comes with major Consciousness and mood penalties.&lt;br /&gt;
&lt;br /&gt;
The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a [[raid]] arrives. [[Cassandra Classic]] and [[Phoebe Chillax]] both have defined cooldowns between sets of raids, but [[Randy Random]] won't give you that mercy. They ''can'' wake up at will, but this results in the [[Deathrest#Summary|Interrupted deathrest]] hediff, reducing their stats for 5 days. &lt;br /&gt;
&lt;br /&gt;
Note that deathrest comes with some benefit. You can connect with [[deathrest building]]s like the [[glucosoid pump]] to improve post-deathrest condition. [[Psycast]]ers{{RoyaltyIcon}} will appreciate using [[psychofluid pump]]s to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare [[deathrest capacity serum]]. Further, unlike a [[Cryptosleep casket]], deathrest does not suspend [[Addiction]], and can be used to mitigate withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
Sanguophages have Pyrophobia, which can cause Fleeing Fire [[mental break]] if near [[fire]]. This makes it more difficult when fighting fire-based enemies like the [[tesseron]] and [[diabolus]]. In addition, they are damaged more by fire. A [[firefoam pop pack]] can be handy. However, Sanguophages are not completely unable to deal with fire: when drafted, they will still beat out flames adjacent to the tile they are standing on. However, given their vulnerability to fire and the risk of the mental break leading them into danger, this should only be attempted in emergencies. [[Mind-numb serum]]s{{AnomalyIcon}} prevent pyrophobia breaks and have long durations - while they remain weak to fire damage itself, keeping them under control is by far more important. &lt;br /&gt;
&lt;br /&gt;
Sanguophages also have minor UV sensitivity, giving {{--|6}} [[mood]] and {{Bad|x90%}} move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Choosing a host ===&lt;br /&gt;
{{Stub|section=1|reason=Discuss the germline gene xenotypes and how they combine with sanguo, ideally with list of final genes/Complexity/metabolism of each vanilla germline xenotype when combined with sanguophage so that players can see what a result will be.}}&lt;br /&gt;
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. Captured Sanguophages cannot be forced to implant the sanguophage gene into babies despite the option being available. There are 2 types of colonist that deserve special mention:&lt;br /&gt;
&lt;br /&gt;
* Colonists with brain damage, or colonists with [[Ailments#Chronic|chronic conditions]] like [[frail]]. These conditions are cured by the Scarless gene, and would otherwise require [[luciferium]], [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}}, the [[Unnatural healing]] ability of some [[Creepjoiner]]s{{AnomalyIcon}}, or [[Chronophagy]]{{AnomalyIcon}} to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full immunity to disease and aging, and will retroactively cure any existing conditions over time.&lt;br /&gt;
&lt;br /&gt;
* Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless.&lt;br /&gt;
&lt;br /&gt;
:Their pyrophobia will negate the [[Pyromaniac]] trait. Pawns with [[Transhumanist]] ideologies{{IdeologyIcon}} can also go without mandatory age reversals. &lt;br /&gt;
&lt;br /&gt;
Remember that '''Sanguophage implantation replaces ''all'' xenogenes'''. Your [[genie]]s, [[hussar]]s, and [[highmates]] will lose all of their respective genes. Any [[xenogerm]]s you've implanted will be replaced completely. In addition, '''implanting any xenogerm will erase all Sanguophage genes'''. Don't give them Great Melee thinking it'll just improve your sanguophage's melee skill, it'll also remove their archite genes and need for blood.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Sanguophage.png]]}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shambler&amp;diff=174903</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shambler&amp;diff=174903"/>
		<updated>2026-02-09T16:43:57Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added fun biotech trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Shambler&lt;br /&gt;
| image = Shambler.png&lt;br /&gt;
| description = A creature who has been raised from the dead by corrupted nano-scale archites.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| psychic sensitivity = 0&lt;br /&gt;
| min comfortable temperature = -60&lt;br /&gt;
| max comfortable temperature = 30&lt;br /&gt;
| minimum containment strength = 25&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Shamblers''' are [[corpse]]s which have been reanimated by archotechnology. They attack relentlessly and are immune to [[pain]], but expire again after a short period of movement. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{Stub|section=1|reason=General occurrence, when animals vs humans. non raid sources etc}}&lt;br /&gt;
* [[Shambler assault]]&lt;br /&gt;
* [[Shambler swarm]]&lt;br /&gt;
* [[Shambler swarm animals]]&lt;br /&gt;
* [[Deadlife dust]]&lt;br /&gt;
* [[Death pall]]&lt;br /&gt;
&lt;br /&gt;
Missing vital body parts do not prevent a corpse from being raised. The raising process regenerates them instead. &lt;br /&gt;
&lt;br /&gt;
If a human shambler is not a [[Xenotypes|baseliner]] because they have a xenotype {{BiotechIcon}}, the shambler will never spawn as desiccated if they are being spawned for the first time as a shambler.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section =1|reason = Metric ton of check tags, also description of expiry time, how to check, different times form different sources  maybe images&lt;br /&gt;
&lt;br /&gt;
death refusal prevents shamblering&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Information needing to be verified:&lt;br /&gt;
* What shamblers will and will not attack Entities? Mechanoids? Insectoids? wild/Tamed animals?&lt;br /&gt;
* Are player created shamblers hostile to friendly faction members?&lt;br /&gt;
* Do shamblers utilize body part weapons, or are their combat verbs completely replaced? (E.g: power claws)&lt;br /&gt;
* Do Gorehulk and FLeshbeeast shamblers retain their ranged spines attacks?&lt;br /&gt;
* Are attacks made while shamblers are crawling less effective?&lt;br /&gt;
* What utility items, if any, can shamblers 'utilize'&lt;br /&gt;
&amp;lt;br&amp;gt;integrate hediff effects:&lt;br /&gt;
* Natural Healing Factor: {{Bad|×0%}}&lt;br /&gt;
* Pain Factor: {{Good|×0%}}&lt;br /&gt;
* [[Melee Cooldown (Pawn)]] Factor: {{Bad|×150%}} (66% as fast)&lt;br /&gt;
* [[Psychic Sensitivity]] Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]] Offset: {{---|{{Temperature|60||delta}} }}&lt;br /&gt;
* [[Maximum Comfortable Temperature]] Offset: {{+|{{Temperature|30||delta}} }}&lt;br /&gt;
* [[Minimum Containment Strength]] Offset: {{+|25}}&lt;br /&gt;
* [[Toxic Resistance]] Offset: {{+|100%}}&lt;br /&gt;
* [[Talking]] Post Factor: {{Bad|×0%}}&lt;br /&gt;
* [[Consciousness]] Post Factor: {{Bad|×70%}}&lt;br /&gt;
}}&lt;br /&gt;
Shamblers are creatures who are reanimated from death. &lt;br /&gt;
&lt;br /&gt;
Any creature other than [[ghoul]]s and [[mechanoids]] can be reanimated into a shambler, however most shamblers that spawn will be humanoid. &lt;br /&gt;
&lt;br /&gt;
Spawned shamblers will be hostile to any living humanoids they encounter, while shamblers created by the player action, such as from [[deadlife shell]]s will not be hostile to colonists.&lt;br /&gt;
&lt;br /&gt;
In combat, they act and fight largely as though they are unarmed pawns of the type they were when alive, assuming they retain the relevant body parts for the attacks in question, however they feel no [[pain]]. Human shamblers still display the skills they had in life. Traits such as [[tough]] and [[nimble]] still apply their respective bonuses, as do non-ability [[genes]]{{BiotechIcon}} that affect statistics and skills that shamblers are still capable of performing.&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]], [[boomrat]], and [[toxalope]]{{BiotechIcon}} shamblers do not explode when killed. [[Chimera]]s ''do'' retain their Rage Speed ability, and shambler [[noctol]]s keep their light exposure weakness.&lt;br /&gt;
&lt;br /&gt;
Human shamblers benefit from any armor they are wearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Until this section can be verified it can sit in a comment&lt;br /&gt;
&lt;br /&gt;
Some{{Check Tag|Which?|Check all and note specifically which work and dont}} [[utility]] items can be fired while equipped by a shambler if the specific utility item trigger is met: [[shield belt]]s are always active, [[firefoam pop pack]]s trigger near fire, [[tox pack]]s{{BiotechIcon}} trigger in melee, [[low-shield pack]]s{{RoyaltyIcon}} trigger when receiving ranged damage, and [[smokepop pack]]s trigger when receiving turret{{Check Tag|Turret only?}} damage. --&amp;gt;&lt;br /&gt;
Human shamblers can still crawl, but unlike raiders or colonists, they can still attack while crawling.&lt;br /&gt;
&lt;br /&gt;
Shamblers can get [[heatstroke]] and [[hypothermia]], and have [[heart attack]]s, but feel no pain. Human shamblers without 100% [[Toxic Environment Resistance]] suffer from [[tox gas]]{{BiotechIcon}} but not [[toxic buildup]]{{BiotechIcon}} or [[rot stink]].{{BiotechIcon}} All shamblers are [[psychic sensitivity|psychically deaf]], they can be teleported around with the [[skip]] psycast{{RoyaltyIcon}} but are otherwise immune to psychic crowd control.&lt;br /&gt;
&lt;br /&gt;
Upon dying, the shambler's corpse will be rotting regardless of whether it was fresh beforehand, and usually at low HP. Shamblers that are part of a raid have a chance to drop [[bioferrite]] or a [[shard]] upon death, with the chances for a shard increasing at higher raid points. &amp;lt;!--For the love of the fucking cube don't check tag this with 'needs specifics', AFAIK the bioferrite drop chances are not listed anywhere on-wiki and the shard article already covers its drop rate. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A dead shambler that is resurrected with a [[resurrector mech serum]] returns to life as a living creature, not as a shambler.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The [[bioferrite]] yield of a shambler is determined by the [[Body Size]] of the creature that was reanimated. For example, a normal pawn will yield 1 bioferrite while a reanimated [[Megasloth]] will yield 4. Reanimated [[entities]] ignore this calculation and will retain their original bioferrite yield before reanimation.&lt;br /&gt;
&lt;br /&gt;
Using an [[Electroharvester]] on a shambler will generate 200 watts per body size (a megasloth produces 800 watts) however since shamblers do not regenerate health, using an electroharvester will eventually kill them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Unless sent as a raid, Shamblers will only attack if a pawn enters sight range of them. This means that they can be treated much as you would treat a [[mech cluster]] {{RoyaltyIcon}}: you can safely ignore them if they're in a good location.  They have significant defensive applications for this reason as well, attacking raiders and other invaders indiscriminately.  The [[Draw shamblers]] ritual, a [[creepjoiner]] with the shambler overlord ability, [[deadlife pack]]s, [[deadlife shell]]s, and [[IED deadlife trap]]s in strategically positioned corpse stockpiles are potentially useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
Most Shamblers move at a slower speed than a healthy equivalent - hence the name.  They are only capable of melee attacks, but are fairly durable as they are not downed by pain or psychic-related effects.  A group of humanoid Shamblers is a modest threat, roughly equivalent to the same number of tribals. Due to being limited to melee, Shamblers can be attacked from range or kited with little risk.&lt;br /&gt;
Animal and Entity Shamblers can be much more dangerous than humanoids, inheriting the original combat abilities of the creature that was reanimated. In these cases, they are similar to [[Manhunter]]s with enhanced toughness and immunity to pain.&lt;br /&gt;
&lt;br /&gt;
Individual Shamblers and Shambler Swarms that are not contained will naturally die from metabolic exhaustion after a few hours or days, so simply waiting until they eventually die out is a viable strategy if the player cannot combat them directly. &lt;br /&gt;
&lt;br /&gt;
Shambler ''Assaults'', however, are a lot more dangerous than their roaming counterparts - instead of staying roughly in the same place and giving you the choice to interact with them, they come to '''you.'''&lt;br /&gt;
&lt;br /&gt;
Each individual shambler has a rather low raid point value (meaning many are spawned at once) and some Shamblers have extremely high natural melee stats or melee/toughness boosting genomes with pain immunity '''and''' hordes can come from more then one direction '''AND''' Shamblers effectively ignore your typical raid defenses! &lt;br /&gt;
&lt;br /&gt;
Even a fully kitted mid-late game colony can find their base overwhelmed by 40+ breaching Shamblers of varying strength - not to mention the mood debuffs from rotting corpses, injuries and rot stink you'll deal with before and after fighting them. &lt;br /&gt;
&lt;br /&gt;
For massive groups of Shamblers, either call in your allies over the Comms console, ready your friendly mechs, or bring out your trusty bioferrite flame weaponry to sear the onslaught before they completely overwhelm you - don't be afraid to camp their makeshift entry point with groups of combatants to stop them from getting deeper into your base - waiting them out is NOT a viable option unless you have multi-thick layers of non-wooden walls.&lt;br /&gt;
&lt;br /&gt;
As a cherry on top, shambler hordes often drop a highly sought-after Archotech shard - if defeated by combat and not expiration, making them useful even from a resource perspective.&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
The shamblers' strength is yours to harness: Using the associated psychic ritual [[Draw shamblers]] or [[deadlife dust]], a horde can be set out as a cheap yet crushing counter offense to the uncoordinated raids the storytellers might send you. &lt;br /&gt;
&lt;br /&gt;
Large Shambler swarms can easily overwhelm pesky human and (activated) mechanoid siege raids, at least to the point where either the mortar is destroyed, or the raiders decide to attack directly, or are entirely wiped out. &lt;br /&gt;
&lt;br /&gt;
Boss Mechanoids are also nearly entirely cheesed by their nature as ranged focused enemies - as you get the notification that the boss has arrived, simply close off direct access to your colony and start the ritual (Mech bosses give you prep time before their attack). &lt;br /&gt;
&lt;br /&gt;
With a bit of luck, you'll have the boss swarmed (or at the very least distracted) by 20 or so shamblers, enough for a colony to either decide to go out and pile on ranged attacks, or reopen access to the colony and pick off the injured mech boss. &lt;br /&gt;
&lt;br /&gt;
You can even use the swarm to exhaust the battle hungry [[Nociosphere]]. While it may teleport around trying to kite the horde, their immunity to its pain pulse allows them to creep onto it, locking it into a fury of melee attacks, often taking chunks of health of the Nociosphere or outright killing it.&lt;br /&gt;
&lt;br /&gt;
An equally battle hungry colony might consider staking out a particularly dangerous outpost or hostile faction base - using the ritual as a cultist-style assault!&lt;br /&gt;
&lt;br /&gt;
As they say on the rim: Fear the dead, or Fear by the dead. &lt;br /&gt;
&lt;br /&gt;
=== Containment and farming ===&lt;br /&gt;
&lt;br /&gt;
Note: Shamblers mentioned are assumed to be base human shamblers unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Shamblers that are contained in a [[holding spot]] or [[holding platform]] will not die from metabolic exhaustion, and thus can be held indefinitely. &lt;br /&gt;
&lt;br /&gt;
That being said, capturing a significant number is challenging, as &amp;quot;downed&amp;quot; humanoid shamblers will not stay still to be captured at your convenience and will continue attacking as long as their movement remains above 1%, effectively allowing them to threaten your pawns as long as they live; unless you have a large colony or intricate set up, capturing more than a couple of shamblers per horde is challenging.&lt;br /&gt;
&lt;br /&gt;
Don't be deceived, Shamblers that are in the process of reviving have a tiny window of them being on the ground as &amp;quot;capturable&amp;quot; but not yet active and hostile. Don't fall for their rotten trick - they tend to revive in the hands of the captor as they are being chained to a holding spot.{{Check Tag|Verify Paragraph Content}} &lt;br /&gt;
&lt;br /&gt;
On the flip side, non-humanoid Shamblers are usually found in smaller groups and do not continue fighting once downed, allowing them to be more easily captured and farmed. Additionally as bioferrite production scales to body size, they can provide increased amounts for their actual difficulty in downing and capturing. That being said, a colony should only consider farming shamblers for bioferrite and research when it has no other option.&lt;br /&gt;
&lt;br /&gt;
Human Shamblers are by far the worst anomaly to farm from in containment for any reason. They only provide a middling ~1 basic research every 2 days; only generate 1 bioferrite a day; only produce 200 watts from a electroharvester; '''don't''' recover from injuries - making them eventually succumb to burn damage dealt by the electroharvester or re-containment efforts. &lt;br /&gt;
&lt;br /&gt;
As a rotten cherry on top - although not stated by the game and contrary to the mentioned hediff effects, '''human shamblers recover lost limbs soon after containment.''' Just like [ghouls] - so you can't even create a low maintenance system using crippled/legless shamblers! &lt;br /&gt;
&lt;br /&gt;
Their only merit is their low containment requirement, and that [[paralytic abasia]] is not cured when raised as a shambler. Therefore unaccepted crashlanded humans/animals with paralytic abasia who died and are reanimated can be captured and held (until the abasia is healed) with zero risk. Babies may also be raised, and are similarly incapable.{{Check Tag|Details|Do shamblers age?}} &lt;br /&gt;
&lt;br /&gt;
That being said, avoid dealing with shamblers in the context of containment and focus on their offensive potential. Unless you are absolutely desperate for sweet sweet bioferrite or need research points for a [[disruptor flare pack]] to stop a stalking revenant.&lt;br /&gt;
&lt;br /&gt;
=== Removing luciferium need ===&lt;br /&gt;
Turning a pawn into a shambler is the only way to remove luciferium need. See the [[Luciferium#Removing_luciferium_need|relevant section]] of the luciferium article for more information.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=174714</id>
		<title>Sanguophages</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sanguophages&amp;diff=174714"/>
		<updated>2026-02-07T18:51:06Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: yes this is an actual thing in the code for some reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Sanguophage&lt;br /&gt;
| image = Sanguophage.png&lt;br /&gt;
| description = Sanguophages are a type of archotech-enhanced xenohuman. Powered by archites, their abilities go far beyond normal genetic enhancements. They are mentally adept and preternaturally beautiful. In combat, they can launch deadly spines and heal injured friends. They don't age or die naturally and never suffer from disease or poison. A sanguophage can make a new sanguophage by reimplanting their own xenogerm into a person.&amp;lt;br/&amp;gt;Sanguophages must regularly consume hemogen derived from human blood, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&amp;lt;br/&amp;gt;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&lt;br /&gt;
| short description = Sanguophages are ageless, deathless super-humans powered by archotech-created archites in the bloodstream. They are beautiful and extremely intelligent. They can heal any injury, and never suffer from disease or poison. In combat, they can launch deadly spines and heal injured friends. The price is that sanguophages must consume hemogen derived from human blood to survive, and they must periodically deathrest for long periods. They're easily destroyed by fire, and slowed down by UV light.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| generate with xenogerm replicating hediff chance = 0.5&lt;br /&gt;
| xenogerm replicating duration left days range = 0.1~140&lt;br /&gt;
| combat power factor = 2.5&lt;br /&gt;
| display priority = -1000&lt;br /&gt;
| factionless generation weight = 0&lt;br /&gt;
| double xenotype chances = (Pigskin, 0.02), (Impid, 0.02), (Yttakin, 0.02), (Neanderthal, 0.02), (Waster, 0.02), (Dirtmole, 0.02)&lt;br /&gt;
| genes = Hemogenic, Hemogen drain, Bloodfeeder, Coagulate, Gene implanter, Longjump legs, Ageless, Deathless, Deathrest, Piercing spine, Psy-sensitive, Low sleep, Attractive, Fast runner, Strong melee damage, Dark vision, TotalHealing, Perfect immunity, Non-senescent, Tox immunity, Superfast wound healing, Strong Melee, Strong Social, Strong Intellectual, Mild UV sensitivity, Tinderskin, Pyrophobia, Archite metabolism, Aggressive, Robust&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Sanguophage&lt;br /&gt;
| label = sanguophage&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Sanguophage&lt;br /&gt;
| soundDefOnImplant = PawnBecameSanguophage&lt;br /&gt;
}}&lt;br /&gt;
'''Sanguophages''' are an exceptionally rare and powerful [[Xenotypes|xenotype]] with a deathly intolerance to heat and sunlight. They use their superhuman powers to satiate their genetic need for [[hemogen|human blood]].&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
{{Quote|&amp;quot;The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans.&amp;lt;br/&amp;gt;&lt;br /&gt;
Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.&amp;quot;|Biotech preview #4: Xenotypes, world factions, and the dark blood-drinkers}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Sanguophages are a mysterious but powerful group of xenohumans. They have no distinguishing looks from other xenohumans, so they blend in at first glance. Once selected, their differences are immediately apparent, from their hemogen and deathrest trackers at the bottom of the screen, to their unique abilities and immense genetic differences. &lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Sanguophages have a gene complexity of 57[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]] and an equivalent xenogerm contains 8[[File:Archite_capsule_required.png|20px|Archite capsule|link=Archite capsule]] [[Archite capsule|archite capsules]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''. Note however that sanguophage genes can disable a pawn's native [[germline gene]]s (e.g. ''Fast Runner'' will negate a [[neanderthal]]'s ''Slow Runner''), which can change their metabolism.&lt;br /&gt;
&lt;br /&gt;
All sanguophages have these xenogenes:&lt;br /&gt;
&lt;br /&gt;
'''Archite:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene XenogermReimplanter.png|64|Gene implanter|Gene implanter}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Ageless.png|64|Ageless|Ageless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene ArchiteMetabolism.png|64|Archite metabolism|Archite metabolism}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene Deathless.png|64|Deathless|Deathless}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene NonSenescent.png|64|Non-senescent|Non-senescent}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene PerfectImmunity.png|64|Perfect immunity|Perfect immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground ArchiteGene.png|Gene TotalHealing.png|64| Scarless|Scarless}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gene implanter]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Ageless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Archite metabolism]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Non-senescent]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Perfect immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Scarless]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Hemogenic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Bloodfeeder.png|64|Bloodfeeder|Bloodfeeder}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Coagulate.png|64|Coagulate|Coagulate}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene LongJumpLegs.png|64|Longjump legs|Longjump legs}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene PiercingSpine.png|64|Piercing spine|Piercing spine}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Hemogenic.png|64|Hemogenic|Hemogenic}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene HemogenDrain.png|64|Hemogen drain|Hemogen drain}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Deathrest.png|64|Deathrest|Deathrest (gene)}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Bloodfeeder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Coagulate]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Longjump legs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Piercing spine]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogenic]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Hemogen drain]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Deathrest (gene)|Deathrest]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene WoundHealingRateSuperfast.png|64|Superfast wound healing|Superfast wound healing}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene EnhancedPsychicAbility.png|64|Psy-sensitive|Psy-sensitive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickMovespeed.png|64|Fast runner|Fast runner}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene TotalToxicityResistance.png|64|Tox immunity|Tox immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene MildUVSensitivity.png|64|Mild UV sensitivity|Mild UV sensitivity}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireWeakness.png|64|Tinderskin|Tinderskin}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene FireTerror.png|64|Pyrophobia|Pyrophobia}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Superfast wound healing]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psy-sensitive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Fast runner]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tox immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Mild UV sensitivity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Tinderskin]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pyrophobia]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Aggressive.png|64|Aggressive|Aggressive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMeleeDamage.png|64|Strong melee damage|Strong melee damage}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene QuickSleeper.png|64|Low sleep|Low sleep}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Tough.png|64|Robust|Robust}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Pretty.png|64|Attractive|Attractive}} &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene Darkvision.png|64|Dark vision|Dark vision}} &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Aggressive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee damage]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Low sleep]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Robust]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Attractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Dark vision]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongMelee.png|64|Strong melee|Strong melee}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongSocial.png|64|Strong social|Strong social}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Xenogene.png|Gene StrongIntellectual.png|64|Strong intellectual|Strong intellectual}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong melee]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong social]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Strong intellectual]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
{{stub|section=1|reason=More detail on the quests}}&lt;br /&gt;
Sanguophages can be found in several ways.&lt;br /&gt;
* [[Scenario_system#Default_Scenarios|Sanguophage scenario]]: You start the game with a Sanguophage.&lt;br /&gt;
* Recruitment: You capture and [[recruit]] a Sanguophage, or one [[Events#Wanderer_joins|joins as a wanderer]].{{Check Tag|Verify|108 dev moded  wanderers didn't generwte a sanguo. verify it can spawn this way}}&lt;br /&gt;
* [[Gene implanter|Gene implant]]: You can force Sanguophages to use their gene implant ability on one of your pawns if they are captured or downed. Select the desired pawn to gain these abilities, and then right-click on the sanguophage and choose the &amp;quot;Absorb xenogerm&amp;quot; option. If the sanguophage's genes are currently regrowing, this will kill them.&lt;br /&gt;
* [[Quests#Bloodthirsty Parley|Quest: Bloodthirsty Parley]]: You allow 2 or more Sanguophages hold a meeting at your colony. They will start the ceremony by placing a [[blood torch]], which gives {{+|2}} mood buff to all sanguophages in its radius, and a red mist, with red eyes appearing in it, will appear for a few hours. The torch will remain once the quest is complete. One of the quest rewards will allow you to choose a pawn to be implanted with Sanguophage genes. There's also a small chance that some of those sanguophages will give you a join offer, similar to refugees.&lt;br /&gt;
* [[Quests#Sanguophage Transport|Quest: Sanguophage Transport]]: You get word that a sanguophage and his thralls are about to crash, and you can signal them to land at your colony (or nearby). You are advised that if you capture the sanguophage you can force them to implant a xenogerm in one of your colonists.&lt;br /&gt;
* [[Empire|Stellarchs]]{{RoyaltyIcon}} have a 25% chance of generating as a Sanguophage, separate from the [[xenotype]] set used by the empire itself. This means that there is the potential to order the high stellarch to implant their xenogerm into a colonist during the Royalty endgame quest.&lt;br /&gt;
**Knights/Dames, Praetors, Barons/Baronesses and Count/Countesses also have a 5% chance to generate as a Sanguophage, and Duke/Duchesses and Consuls have a 15% chance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Becoming a sanguophage has a variety of pros and cons, that are generally worth the implantation. &lt;br /&gt;
&lt;br /&gt;
Access to Low Sleep means that, even when considering deathrest, a sanguophage will have more hours of work every day. The archite genes provide eternal youth and health, and cure scars akin to [[luciferium]]. Fast walker and Robust are useful to just about any colonist. Finally, their hemogen abilities are all useful in their own way.&lt;br /&gt;
&lt;br /&gt;
Because of their Non-Senecent and Scarless genes they also end up being the most ideal target for [[Psychic ritual]]s{{AnomalyIcon}} with very little penalty from chronophagy{{Check Tag|Philophagy?|apart from the obvious skill loss its not stated if that ritual causes brain damage on its page}} other then a {{--|18}} Psychic Ritual Target thought {{Check Tag|Thought Template}} and dark psychic shock. Psychophagy can also be used if the sanguophage's psychic sensitivity is unwanted albeit preventing any further use for future rituals.&lt;br /&gt;
&lt;br /&gt;
However, being a blood drinker does come with costs - a need for [[hemogen]] and a need for [[deathrest]]. While they are not deal-breakers, you should consider them whenever playing with a sanguophage. These are detailed below. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Sanguophage needs ===&lt;br /&gt;
==== Hemogen ====&lt;br /&gt;
Sanguophages can store 100 hemogen, which can be increased by deathresting with attached [[hemopump]]s. A sanguophage consumes 10 of their stored hemogen per day, equivalent to a bloodfeed every 2 days. Hemogen reaching 0 is not fatal, but will inflict a gradually increasing penalty that eventually reaches {{Bad|x50%}} [[Consciousness]], {{++|15%}} [[pain]] and a {{--|20}} [[mood]]let. Hemogen is also required, and consumed by, the Longjump, Piercing spine, and Coagulate abilities.&lt;br /&gt;
&lt;br /&gt;
As a rough measure, each regular human can meet {{#expr: (20/10) &amp;lt;!--Days of hemogen from 1 feed--&amp;gt;/(45/33.3)&amp;lt;!--Days to recover from blood loss from 1 feed--&amp;gt;}} sanguophages' needs for blood indefinitely, assuming no hemogenic abilities are used. Extracting [[hemogen pack]]s and consuming them is exactly as efficient as blood feeding in terms of hemogen per prisoner per day. Packs require storage space and additional pawn work, but do not inflict a painful bite or a {{--|5}} moodlet, and extracting them slowly trains the [[medical]] skill. Note that the moodlet is avoided when feeding on [[masochist]]s or those with the [[Ideoligion#Bloodfeeders|Bloodfeeders: Revered]] precept.{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Prisoner]]s are preferred as hemogen sources over colonists because the [[blood loss]] will reduce the ability to work for a short time. The mood impact of bloodfeeding is also less important on prisoners. You can give prisoners the [[Dead calm]] gene to make sure they don't escape while still remaining able to feed themselves from [[nutrient paste dispenser]]s or meals left in their prison. Alternatively, the [[Peg leg#Analysis|leg treatment]] will also prevent escapes and reduce their [[Market Value]], but they will need to be manually fed by colonists or [[paramedic]] mechanoids. You can also give them negative genes like [[Very unattractive]] to reduce food upkeep.&lt;br /&gt;
&lt;br /&gt;
==== Deathrest ====&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Sanguophages need to [[deathrest]] once every ~30 days. This will last from 4 days (regular [[bed]]) to 2.5 days ([[deathrest casket]] + 2 [[deathrest accelerator]]s). During this time, the pawn will have their needs frozen. Lacking deathrest is like lacking hemogen - it isn't fatal, but comes with major Consciousness and mood penalties.&lt;br /&gt;
&lt;br /&gt;
The main cost of deathrest is that your sanguophage might be stuck sleeping whenever a [[raid]] arrives. [[Cassandra Classic]] and [[Phoebe Chillax]] both have defined cooldowns between sets of raids, but [[Randy Random]] won't give you that mercy. They ''can'' wake up at will, but this results in the [[Deathrest#Summary|Interrupted deathrest]] hediff, reducing their stats for 5 days. &lt;br /&gt;
&lt;br /&gt;
Note that deathrest comes with some benefit. You can connect with [[deathrest building]]s like the [[glucosoid pump]] to improve post-deathrest condition. [[Psycast]]ers{{RoyaltyIcon}} will appreciate using [[psychofluid pump]]s to improve their psychic abilities. However, deathrest building capacity is limited. It must be increased one at a time by the expensive and somewhat rare [[deathrest capacity serum]]. Further, unlike a [[Cryptosleep casket]], deathrest does not suspend [[Addiction]], and can be used to mitigate withdrawal symptoms.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
Sanguophages have Pyrophobia, which can cause Fleeing Fire [[mental break]] if near [[fire]]. This makes it more difficult when fighting fire-based enemies like the [[tesseron]] and [[diabolus]]. In addition, they are damaged more by fire. A [[firefoam pop pack]] can be handy. However, Sanguophages are not completely unable to deal with fire: when drafted, they will still beat out flames adjacent to the tile they are standing on. However, given their vulnerability to fire and the risk of the mental break leading them into danger, this should only be attempted in emergencies. [[Mind-numb serum]]s{{AnomalyIcon}} prevent pyrophobia breaks and have long durations - while they remain weak to fire damage itself, keeping them under control is by far more important. &lt;br /&gt;
&lt;br /&gt;
Sanguophages also have minor UV sensitivity, giving {{--|6}} [[mood]] and {{Bad|x90%}} move speed during the sunlight. Ultimately, this is a minor penalty, but one worth noting. A sanguophage is slightly slower than a base human in the day, but faster at night.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Choosing a host ===&lt;br /&gt;
{{Stub|section=1|reason=Discuss the germline gene xenotypes and how they combine with sanguo, ideally with list of final genes/Complexity/metabolism of each vanilla germline xenotype when combined with sanguophage so that players can see what a result will be.}}&lt;br /&gt;
Because each xenogerm implantation has a cooldown of 2 years, not all your colonists can become a sanguophage right away. Captured Sanguophages cannot be forced to implant the sanguophage gene into babies despite the option being available. There are 2 types of colonist that deserve special mention:&lt;br /&gt;
&lt;br /&gt;
* Colonists with brain damage, or colonists with [[Ailments#Chronic|chronic conditions]] like [[frail]]. These conditions are cured by the Scarless gene, and would otherwise require [[luciferium]], [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}}, the [[Unnatural healing]] ability of some [[Creepjoiner]]s{{AnomalyIcon}}, or [[Chronophagy]]{{AnomalyIcon}} to treat. In a similar vein, older colonists are vulnerable to disease and said chronic conditions. Being a sanguophage renders full immunity to disease and aging, and will retroactively cure any existing conditions over time.&lt;br /&gt;
&lt;br /&gt;
* Colonists who would appreciate access to the various genes. Melee fighters will gain access to many good vampire genes, like Strong melee (skill), Strong melee damage, Robust, and Longjump, as well as all the Archite genes. Any colonist will appreciate the powers of Deathless and Scarless.&lt;br /&gt;
&lt;br /&gt;
:Their pyrophobia will negate the [[Pyromaniac]] trait. Pawns with [[Transhumanist]] ideologies{{IdeologyIcon}} can also go without mandatory age reversals. &lt;br /&gt;
&lt;br /&gt;
Remember that '''Sanguophage implantation replaces ''all'' xenogenes'''. Your [[genie]]s, [[hussar]]s, and [[highmates]] will lose all of their respective genes. Any [[xenogerm]]s you've implanted will be replaced completely. In addition, '''implanting any xenogerm will erase all Sanguophage genes'''. Don't give them Great Melee thinking it'll just improve your sanguophage's melee skill, it'll also remove their archite genes and need for blood.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Shambler]] {{AnomalyIcon}} sanguophages can not spawn as desiccated.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Error on drafting pawn with hemogenic ability gene with no hemogen gene.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Sanguophage.png]]}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=174596</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=174596"/>
		<updated>2026-02-02T05:10:38Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: /* Unwaveringly loyal */ added shambler method of removing unwaveringly loyal&lt;/p&gt;
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&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.&lt;br /&gt;
&lt;br /&gt;
Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab. &lt;br /&gt;
&lt;br /&gt;
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Unwaveringly loyal ===&lt;br /&gt;
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}. Unwaveringly loyal pawns without a faction will be described as &amp;quot;not recruitable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unwaveringly loyal prisoners can be recruited after undergoing the [[Brainwipe]] psychic ritual.{{AnomalyIcon}} Additionally, if an unwaveringly loyal pawn joins your colony through any means, they will lose their unwavering loyalty. Thus, unwaveringly loyal pawns from a temporary faction (such as the [[Factions#Refugees|refugee faction]] {{RoyaltyIcon}}) or [[Factions#Factionless_humans|no faction]] can be recruited by [[Slavery|enslaving]] {{IdeologyIcon}} them, which makes them a member of the player's faction, and then emancipating them, which makes them a normal member of the player's colony. Friendly [[shamblers]] {{AnomalyIcon}} also automatically join the player's faction, which will remove the unwavering loyalty of a prisoner, though they will have to brought back to life with a [[resurrector mech serum]] to be recruited as a normal colonist.&lt;br /&gt;
&lt;br /&gt;
Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].&lt;br /&gt;
&lt;br /&gt;
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idly, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.&lt;br /&gt;
&lt;br /&gt;
== Capturing prisoners ==&lt;br /&gt;
In order to capture any prisoner, you need a valid prison, which is enclosed and has an open [[bed]] or [[sleeping spot]] (See [[#Prisons]] below).&lt;br /&gt;
&lt;br /&gt;
The gameplay steps required to capture a pawn depends on their state:&lt;br /&gt;
* [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.&lt;br /&gt;
** [[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]].&lt;br /&gt;
** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:&lt;br /&gt;
*** [[Psychic shock lance]], although there is a risk of burning the brain&lt;br /&gt;
*** [[Blood loss]]&lt;br /&gt;
*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks&lt;br /&gt;
* To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.&lt;br /&gt;
** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks.&lt;br /&gt;
&lt;br /&gt;
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.&lt;br /&gt;
&lt;br /&gt;
If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.&lt;br /&gt;
&lt;br /&gt;
=== Reasons to imprison ===&lt;br /&gt;
* To recruit raiders, guests, or transport pod crashes into a colony.&lt;br /&gt;
* To use raiders for their [[human resources]].&lt;br /&gt;
* To end most [[mental break]]s. Colonists can immediately be released afterwards.&lt;br /&gt;
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.&lt;br /&gt;
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
* To act as sources of [[Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}&lt;br /&gt;
* To sell the prisoner.&lt;br /&gt;
* For raiders, to release them for a goodwill gain of the enemy faction (faction must not be permanently hostile and the released prisoner must exit the map healthy).&lt;br /&gt;
&lt;br /&gt;
== Prisons ==&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
Prisons are required to hold prisoners.&lt;br /&gt;
=== Creation ===&lt;br /&gt;
A prison must be designated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.&lt;br /&gt;
&lt;br /&gt;
In order to actually form a prison, at least 1 [[bed]] or [[sleeping spot]] must be placed. Selecting the bed allows you to set &amp;quot;For Prisoners&amp;quot;. Colonists and [[slaves]]{{IdeologyIcon}} may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.&lt;br /&gt;
&lt;br /&gt;
Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
Players can assign wardens to do the following tasks:&lt;br /&gt;
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.&lt;br /&gt;
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.&lt;br /&gt;
* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.&lt;br /&gt;
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
The following options are added by [[DLC]]:&lt;br /&gt;
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.&lt;br /&gt;
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.&lt;br /&gt;
* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].&lt;br /&gt;
* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Bloodfeeder]] [[gene]] will drink the prisoner's blood.&lt;br /&gt;
* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.&lt;br /&gt;
&lt;br /&gt;
Under the ''Recruit'' or ''Reduce Resistance'' orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's [[mood]], the warden's [[Negotiation Ability]], and the prisoner's [[opinion]] of the warden. Wardens with more [[Social]] skill have a greater Negotiation Ability. There is a delay between each conversation.&lt;br /&gt;
&lt;br /&gt;
Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. If the prisoner is assigned to ''Reduce Resistance'', then wardens will continue to converse without actually recruiting.&lt;br /&gt;
&lt;br /&gt;
For exact mechanics and chances of recruitment, see [[#Recruitment]].&lt;br /&gt;
&lt;br /&gt;
==== Will ====&lt;br /&gt;
Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance.&lt;br /&gt;
&lt;br /&gt;
==== Tame ====&lt;br /&gt;
A [[wild man]] can be arrested and imprisoned. However, they must be [[tame]]d using the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
Wardens will take the prisoner outside your colony, and free the prisoner. &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far. &lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner of another faction will give a [[goodwill]] boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.&lt;br /&gt;
&lt;br /&gt;
Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.&lt;br /&gt;
&lt;br /&gt;
=== Execute ===&lt;br /&gt;
Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].&lt;br /&gt;
&lt;br /&gt;
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.&lt;br /&gt;
&lt;br /&gt;
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.&lt;br /&gt;
&lt;br /&gt;
Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.&lt;br /&gt;
&lt;br /&gt;
=== Convert ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Attempts to [[Ideoligion#Conversion|convert]] the prisoner to the warden's own [[ideoligion]]. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.&lt;br /&gt;
&lt;br /&gt;
This is functionally the same as [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
==== Bloodfeed ====&lt;br /&gt;
Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Hemogen farm ====&lt;br /&gt;
Automatically orders the operation extract [[hemogen pack]] when a prisoner's [[blood loss]] level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.&lt;br /&gt;
* Prisoners can initiate social fights with other prisoners. &lt;br /&gt;
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.&lt;br /&gt;
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.&lt;br /&gt;
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* If a prisoner dies, the mood penalty depends on their cause of death. &amp;quot;Intentional&amp;quot; means, like violent combat, count as an execution.&lt;br /&gt;
&lt;br /&gt;
== Prison break ==&lt;br /&gt;
{{Template:Prison Break}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to &amp;quot;Recruit&amp;quot; (or &amp;quot;Reduce Resistance&amp;quot; and then &amp;quot;Recruit&amp;quot;) in the &amp;quot;Prisoner&amp;quot; tab of their personal info box (bottom left of screen when pawn is selected).&lt;br /&gt;
&lt;br /&gt;
Then colonists assigned to wardening will &amp;quot;chat&amp;quot; with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood). &lt;br /&gt;
&lt;br /&gt;
=== Starting resistance ===&lt;br /&gt;
Each prisoner has their own recruitment difficulty:&lt;br /&gt;
* The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.&lt;br /&gt;
* The [[storyteller]] will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:&lt;br /&gt;
&lt;br /&gt;
'''Prisoner's [[opinion]] of the warden:'''&lt;br /&gt;
* At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
* At 0 opinion, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100 opinion, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Prisoner [[mood]]:'''&lt;br /&gt;
* At 0% current mood, the resistance reduction factor is 20%.&lt;br /&gt;
* At 50% mood, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100% mood, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Negotiation Ability:'''&lt;br /&gt;
* See [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
==== Word of Trust ====&lt;br /&gt;
The [[Word of trust]] psycast {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
=== Mood regulation ===&lt;br /&gt;
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}&lt;br /&gt;
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:&lt;br /&gt;
* Give prisoners separate rooms, preferably one that isn't cramped.&lt;br /&gt;
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].&lt;br /&gt;
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.&lt;br /&gt;
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
=== Changing ideoligion ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
If you want to change the target's [[ideoligion]], then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:&lt;br /&gt;
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.&lt;br /&gt;
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.&lt;br /&gt;
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]] is a risk free way of inflicting pain, but dressing prisoners has its own difficulties. &lt;br /&gt;
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.&lt;br /&gt;
&lt;br /&gt;
It is also worth considering the individual pawn when deciding on an approach. The first concern are the [[traits]] - many traits affect the [[Global Certainty Loss Factor]] of a pawn, which in turn affect the efficacy of conversion attempts by wardens. For pawns with a high factor, traditional conversion will be effective, while forcing a crisis of belief may be all but necessary. For further details, including a list of traits that affect the factor, see [[Certainty]] and [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
The second concern are [[xenotypes]]{{BiotechIcon}}  with the [[Aggressive]] and [[Hyper-aggressive]] genes.{{BiotechIcon}}  Those with aggressive, including all [[yttakin]],{{BiotechIcon}}  [[wasters]],{{BiotechIcon}}  [[neanderthals]],{{BiotechIcon}}  and [[sanguophages]],{{BiotechIcon}}  are much more likely to have a berserk mental break, proportionally reducing the chances of a crisis of belief. Meanwhile those with hyper-aggressive will essentially never select the crisis, making pawns such as [[hussars]]{{BiotechIcon}}  all but impossible to convert by crisis.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner suppression ===&lt;br /&gt;
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.&lt;br /&gt;
&lt;br /&gt;
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive. You can also wall the prisoner in, which will cause them to stop attacking the door and just wander around in their cell instead. &lt;br /&gt;
&lt;br /&gt;
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].&lt;br /&gt;
&lt;br /&gt;
=== Unwanted prisoners ===&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of these prisoners:&lt;br /&gt;
* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount.&lt;br /&gt;
* '''Expendables:''' This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A &amp;quot;colonist&amp;quot; dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.&lt;br /&gt;
* '''Euthanasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.&lt;br /&gt;
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). &lt;br /&gt;
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. &lt;br /&gt;
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.&lt;br /&gt;
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.&lt;br /&gt;
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get &amp;quot;stuck&amp;quot; on. Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture&amp;gt;Enslave&amp;gt;Imprison&amp;gt;Release recruits pawns immediately.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies. Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unwavering_loyalty&amp;diff=174595</id>
		<title>Unwavering loyalty</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unwavering_loyalty&amp;diff=174595"/>
		<updated>2026-02-02T05:06:23Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: Redirected page to Unwaveringly loyal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Unwaveringly loyal]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=174560</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=174560"/>
		<updated>2026-01-30T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: /* Removing luciferium need */  okay i figured out how it works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Luciferium&lt;br /&gt;
| image = Luciferium b.png&lt;br /&gt;
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&amp;lt;br&amp;gt;After the first dose, there is no way to get the mechanites out, ever.&amp;lt;br&amp;gt;On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| marketvalue = 70&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.01&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 1&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Luciferium&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| blood filtration offset = 0.7&lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing offset = 0.1&lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| digestion offset = 0.2&lt;br /&gt;
| moving offset = 0.05&lt;br /&gt;
| pain factor = 0.8&lt;br /&gt;
| sight offset = 0.15&lt;br /&gt;
}}&lt;br /&gt;
'''Luciferium''' is a rare, powerful, expensive and dangerous [[drug]]. It can heal [[Scar|permanent injuries]], [[Ailments#Chronic|chronic health condition]]s, and helps [[Immunity Gain Speed|fight]] [[disease]], but will kill its user if not taken regularly.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]] or ancient crates ([[Hermetic crate|hermetic]]{{IdeologyIcon}} or [[Sealed crate|sealed]]{{OdysseyIcon}}).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Luciferium Addiction ===&lt;br /&gt;
* Improved [[blood filtration]] ({{+|70%}})&lt;br /&gt;
* Improved [[digestion]] ({{+|20%}})&lt;br /&gt;
* Improved [[blood pumping]] ({{+|15%}})&lt;br /&gt;
* Improved [[sight]] ({{+|15%}})&lt;br /&gt;
* Improved [[consciousness]] ({{+|10%}})&lt;br /&gt;
* Improved [[breathing]] ({{+|10%}})&lt;br /&gt;
* Improved [[moving]] ({{+|5%}})&lt;br /&gt;
* Reduced [[pain]] ({{Good|x80%}})&lt;br /&gt;
* 1 [[Scar]]/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}}&lt;br /&gt;
* If a pawn is not addicted: {{+|100%}} luciferium need&lt;br /&gt;
* If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])&lt;br /&gt;
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:&lt;br /&gt;
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)&lt;br /&gt;
* Impaired [[consciousness]] ({{Bad|80% Max}})&lt;br /&gt;
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')&lt;br /&gt;
* Death (''{{MTB}} of 10 days'')&lt;br /&gt;
&lt;br /&gt;
Death is caused by the brain being instantly destroyed, meaning that the [[Deathless]] gene{{BiotechIcon}} does not protect against it.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]] {{IdeologyIcon}}, the Scarless [[gene]], {{BiotechIcon}} or the [[Unnatural healing]] ability.{{AnomalyIcon}} Note that with the anomaly DLC aging related conditions can also be removed by the chronophagy ritual. Some other ailments require long-term and potentially ineffective medical treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the [[#Healing method table|healing method table]] or the page of the ailment in question.&lt;br /&gt;
&lt;br /&gt;
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{Icon Small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties. &lt;br /&gt;
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits. &lt;br /&gt;
&lt;br /&gt;
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.&lt;br /&gt;
&lt;br /&gt;
=== Luciferium management ===&lt;br /&gt;
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn. &lt;br /&gt;
&lt;br /&gt;
Instead, for all adult pawns that take luciferium, players should use the &amp;quot;take for addiction&amp;quot; setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, &amp;quot;take for addiction&amp;quot; can be used for safety, though note that it can waste a small amount of dosage.&lt;br /&gt;
&lt;br /&gt;
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.&lt;br /&gt;
&lt;br /&gt;
Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
=== Addiction on non-colony pawns ===&lt;br /&gt;
While it is possible to give prisoners luciferium to make them addicted, it doesn't work out as a way to get more doses in the future, as luciferium addiction works differently to other drugs in relation to non-colonists bringing doses.&lt;br /&gt;
&lt;br /&gt;
Very rarely non-colony pawns with a luciferium addiction may appear. It has been reported that [[Transport pod crash]] and quest reward pawns may come addicted. If this happens, or if pawns are given the addiction through a custom [[Starting scenario#Scenario editor|scenario]], the possibility of outsiders bringing doses of luciferium into your map depends on the relations with their faction and the event or quest that spawned them. Generally only neutral and allied pawns will carry luciferium, and only if they come as a joiner event (Transport pod crash, [[Events#Wanderer_joins|Wanderer]], [[Creepjoiner]]{{AnomalyIcon}}...) or as a temporary guest. Raiders, trading caravans and travelling visitors will not carry luciferium for their own use. Refuguees and beggars don't carry any doses either. When they do carry luciferium, they will have 2-5 doses.&lt;br /&gt;
&lt;br /&gt;
For the average play-through this means that giving out doses to strangers is most likely a waste of expensive doses.&lt;br /&gt;
&lt;br /&gt;
=== Removing luciferium need ===&lt;br /&gt;
As of 1.6.4630, the only way to remove luciferium need from one of your colonists is to turn them into a [[shambler]] {{AnomalyIcon}}. Note that having [[death refusal]] prevents a colonist from raised as a shambler. Also, removing a colonist's luciferium addiction will also remove the beneficial luciferium effects.&lt;br /&gt;
&lt;br /&gt;
# Give the colonist a condition that causes them to be downed and is ''not'' removed when the deadlife dust is applied. [[Anesthetic]] is the easiest option, but [[catatonic breakdown]], [[resurrection sickness]], and [[psychic coma]] also work.&lt;br /&gt;
# Kill the colonist; the exact method does not matter.&lt;br /&gt;
# Use deadlife dust, such as from a [[deadlife pack]] {{AnomalyIcon}} to resurrect the pawn as a shambler. The pawn will no longer have the luciferium need as soon as it is completely raised.&lt;br /&gt;
# Wait for the shambler to expire again (or kill it), and use a [[resurrector mech serum]] to resurrect the pawn. They will be resurrected as a normal pawn and not a shambler, and will not have the luciferium need anymore.&lt;br /&gt;
&lt;br /&gt;
Since shambler corpses are always rotting no matter how fresh they were before being turned into a shambler, the negative side effects of resurrection will most likely occur. You may need another resurrection serum on hand if that is the case. This method of removing luciferium addiction from a pawn is very expensive, so consider whether obtaining more luciferium would be easier than this.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Luciferium is considered to be in the [[Lore#Tech_levels|&amp;quot;Ultra&amp;quot; tech level]].&lt;br /&gt;
* Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, &amp;quot;The Devil's Bargain,&amp;quot; is a further hint to this; indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.&lt;br /&gt;
* In the [[Scenario editor]] luciferium is listed as a separate health condition than luciferium addiction. This is allows you to create upkeep free luciferium pawns for your custom scenarios.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Luciferium a.png|One luciferium&lt;br /&gt;
Luciferium b.png|Stack of luciferium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing [[Frail]]. Now, lucifierum can remove all chronic health conditions.&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Luciferium now causes death from brain destruction, meaning the [[deathless]] [[gene]] {{BiotechIcon}} cannot stop it.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=174559</id>
		<title>Unnatural corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unnatural_corpse&amp;diff=174559"/>
		<updated>2026-01-30T00:37:40Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added ways to cheese the corpse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Unnatural human corpse&lt;br /&gt;
| image = Unnatural corpse.png&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| deterioration = 0.25&lt;br /&gt;
&amp;lt;!-- Containment - Studiable --&amp;gt;&lt;br /&gt;
| anomaly knowledge = 2&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| study enabled by default = false&lt;br /&gt;
| show toggle gizmo = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = UnnaturalCorpse_Human&lt;br /&gt;
| label = Unnatural {0_label} corpse&lt;br /&gt;
}}&lt;br /&gt;
An '''Unnatural Corpse''' is an advanced [[entity]] that can threaten your colony. It will haunt one of your colonists until it is ready to strike. Its arrival unlocks [[Research#Death_refusal|Death refusal]] as an anomaly research option.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are two ways to acquire the Unnatural Corpse:&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 Unnatural Corpse. For further information about the quest, see that page. The Unnatural Corpse 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 Unnatural Corpse on your map. The [[monolith]] must be at least at Level 2 for the Unnatural Corpse to appear after a Void Provocation. The Unnatural Corpse appears with an orange &amp;quot;Strange Corpse&amp;quot; letter when it appears on your map via void provocation.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The unnatural corpse is a dead, identical copy of one of your colonists or guests. While harmless at first glance, it will haunt their target until either it is destroyed or until it disappears. It is ''highly recommended'' you research and destroy the corpse as fast as possible, as it is nearly impossible to stop when it is activated.&lt;br /&gt;
&lt;br /&gt;
The corpse's existence causes a {{--|6}} mood penalty on the chosen target, and its presence can cause random [[mental breaks]] in them, such as corpse obsession and insane ramblings.&lt;br /&gt;
&lt;br /&gt;
The corpse will sometimes silently teleport itself near the original, which is uniquely affected by the camera of the game: the corpse will attempt to teleport only if it is out of camera shot, and it can only land at a point out of camera shot. Thus the teleporting of the corpse is completely avoidable by keeping the corpse in the camera, or just zooming out to maximum scale to keep the entire colony in view. If you do have something needing a close look, pause the game, which allows you to move the camera from it, and then move the camera back before unpausing the game. If the corpse was buried in a [[grave]] or [[sarcophagus]], it will teleport out leaving an open burial site. The same limitation to teleporting off-screen applies. &lt;br /&gt;
&lt;br /&gt;
The corpse also does not inherit any of the original's body modifications, such as bionics. It inherits [[psycasts]]{{RoyaltyIcon}}, but cannot use them. It also inherits the [[genes]]{{BiotechIcon}} of the original pawn. It cannot be resurrected by any means, such as [[resurrector mech serum]] and [[deadlife dust]] from any source, including [[death pall]]s. Using the serum on an unnatural corpse will consume the serum but it fail, displaying a message stating ''&amp;quot;Failed to resurrect &amp;lt;PAWNNAME&amp;gt;. It simply does not respond.&amp;quot;'' &lt;br /&gt;
&lt;br /&gt;
The corpse can not be permanently destroyed without proper study. The corpse can be temporarily destroyed by other means, including butchery which will yield [[human resources]], but it will respawn after around one day.{{Check Tag|Specific time?}} Additionally, the original pawn will suffer a &amp;quot;Corpse Torment&amp;quot; hediff every time the corpse is destroyed, knocking them unconscious for 24 hours and inflicting {{++|20%}} [[pain]]. Destroying the corpse does reset the cooldown to study it, so this may prove to be beneficial if rapid study is needed at the expense of the victim. Animals may also eat the corpse, unintentionally knocking out the pawn. Injuries that the corpse sustains such as skull removal will be healed if the corpse ever awakens. Studying the Unnatural Corpse and gaining 8 to 12 advanced anomaly research from it will unlock the ability to destroy the Unnatural Corpse, yielding one [[shard]].&lt;br /&gt;
&lt;br /&gt;
If the corpse's original pawn is no longer available (i.e. it has targeted a guest who leaves before it can awaken) then it will disappear after seven days.&lt;br /&gt;
&lt;br /&gt;
All of these factors make an unawakened unnatural corpse a present, if relatively minor, threat to your colony. This will change if the corpse is ever given the opportunity to awaken.&lt;br /&gt;
&lt;br /&gt;
=== Awakening ===&lt;br /&gt;
11 to 13 days after arrival on the map, you will receive a warning [[letter]] stating the corpse is growing stronger and is beginning to awaken. You are advised to destroy the corpse before it is too late. 1 to 3 days later after this warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it fully activates. There is no way to delay the awakening.&lt;br /&gt;
&lt;br /&gt;
When it has awoken, the corpse has only one goal: to find and grab the original pawn. The corpse will chase the original pawn until either the original or the corpse itself is destroyed. If it succeeds, it will hypnotize the pawn and hold them in place for several seconds. If uninterrupted, the corpse will instantly kill the original pawn by psychically incinerating the target's brain. This means it will instantly kill even [[deathless]]{{BiotechIcon}} pawns, and this attack is unavoidable. It bypasses armor, dodge chance, and has no interaction with [[psychic sensitivity]]. The hypnosis can be interrupted by certain outside sources: Skipping (via [[Skip]], [[Chaos skip]], or [[Mass chaos skip]]){{RoyaltyIcon}} either the pawn or the corpse away from each other will break the trance, as well as disorientating the corpse with [[Vertigo pulse]]{{RoyaltyIcon}}. Although the hypnosis is broken and the pawn is no longer at immediate risk of dying, they are still rendered immobile for some time after. If attempting to escape from it, [[Burden]] and [[Stun]]{{RoyaltyIcon}} can be used, though one must remember the corpse will inherit the [[psychic sensitivity]] of the original pawn. The [[Beckon]]{{RoyaltyIcon}} psychic power can temporarily disrupt the hypnosis. &lt;br /&gt;
&lt;br /&gt;
The corpse cannot be trapped by any means. It can freely open doors and if unable to path to its target, it will teleport even through solid walls. It can chase and hypnotize its victim even if the target gains [[invisibility]]. However, if the target is held in a 1x1 room without a [[door]], teleportation is not possible and the corpse will endlessly pace around their cell. This can keep the target isolated by, for example, putting the target within a 1x1 niche, and blocking off the niche with 3 defensive pawns (who can attack and be attacked by the corpse). After the destruction of its target, the corpse will wander momentarily before disappearing. If the target is carried by another pawn, it will attack the pawn with its melee attack; if the target is inside of something like a [[cryptosleep casket]], it will begin ripping open the casket to attack. This does slow the corpse down as outside of its psychic death glare, it performs as a normal unarmed melee fighter.&lt;br /&gt;
&lt;br /&gt;
The unnatural corpse will attempt to copy the original pawn again once it awakens. An awoken corpse will copy:&lt;br /&gt;
* Injuries, including [[scar]]s. These will be healed nearly instantly at the cost of some of its stored regeneration.&lt;br /&gt;
* Drug effects, such as [[go-juice]] and [[flake]]. This includes [[addiction]]s and [[anesthetic]]s.&lt;br /&gt;
* Buffs, such as [[combat command]]{{IdeologyIcon}}&lt;br /&gt;
* Age-based illnesses, such as [[bad back]] and [[dementia]]. These are not healed.&lt;br /&gt;
* Certain specialty hediffs, such as [[void touched]] and [[Inhumanized|inhumanization]].&lt;br /&gt;
* Changes in [[genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
The corpse does not copy:&lt;br /&gt;
* Diseases, like [[malaria]], [[food poisoning]], or [[flu]]&lt;br /&gt;
* [[Pregnancy]] {{BiotechIcon}}&lt;br /&gt;
* New [[artificial body parts]]&lt;br /&gt;
&lt;br /&gt;
Destroying the unnatural corpse after it has awoken is exceptionally difficult. The corpse has an incoming damage multiplier of 20%, receiving only a fifth of incoming damage.  The corpse has +1000% [[Pain Shock Threshold|pain shock resistance]] and a regeneration ability similar to [[Ghoul]]s, but far more powerful: '''30000 HP/day''' regeneration for up to 800 hp of damage taken, reversing damage done to it until its regeneration capacity has been depleted. Additionally it cannot die if the regeneration capacity is not depleted, making sheer damage attacks like a [[Diabolus]] [[hellsphere cannon]]{{BiotechIcon}} unable to one shot it even if the damage destroys vital body parts. This means it will easily survive [[antigrain warhead]]s and [[Orbital bombardment targeter|orbital bombardments]]. For reference, a direct hit with a [[hellsphere cannon]] may only take 200 hp off the regeneration total. The rapid regeneration can only be depleted through dealing damage, 100% severity [[ailments]] like [[Heatstroke]] nor [[Hypothermia]] will be unable to destroy the corpse. &lt;br /&gt;
&lt;br /&gt;
Items like the [[psychic shock lance]] will have no effect on the corpse. [[Biomutation lance]]s do work, however they will only delay the corpse's assault; it will reappear after some time.&lt;br /&gt;
&lt;br /&gt;
The corpse starts with a [[move speed]] modifier of x50%, which increases over the next few hours to a 300% movement speed modifier. Movement increases will be notified with a message at the top of the screen. Combined with the regeneration that can regenerate between 200 to 400 hp and any trait / [[gene]]{{BiotechIcon}} bonuses the corpse may have inherited and the fact the awoken corpses can teleport past walls, an awoken corpse is nearly unstoppable and very likely to kill the target pawn. &lt;br /&gt;
&lt;br /&gt;
If the awoken corpse loses its regeneration and becomes [[downed]], it will be destroyed. Destroying the corpse after it has awoken yields one shard as normal.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Given how hard it is to stop an awoken corpse through standard combat, and the fact allowing it to awaken provides no benefit to the colony, it is highly recommended to destroy the unnatural corpse as soon as you are done studying it.&lt;br /&gt;
&lt;br /&gt;
However, if for whatever the reason you must fight an awoken corpse, there are ways to make the fight significantly easier.&lt;br /&gt;
&lt;br /&gt;
=== Sedation by proxy ===&lt;br /&gt;
The easiest way to fight the corpse once it has awakened is to render its target unconscious before the corpse awakens. This can be done through various means like [[anesthetic]]s, [[neural heat dump]]ing{{RoyaltyIcon}}, and [[blood loss]] (Such as through extracting a [[hemogen pack]].{{BiotechIcon}}) After that, the corpse will awaken but be unconscious, allowing you to leisurely deal damage and exhaust its regeneration limit. Once this limit is reached, the corpse will be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Delaying it===&lt;br /&gt;
The target can be walled into a 1x1 room without any doors. This prevents the corpse from teleporting to the target and allows the rest of the colony to concentrate on the fight.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the target can be inside of [[cryptosleep casket]]s or a [[biosculpter pod]]{{IdeologyIcon}}. The awakened corpse does relatively little amounts of melee damage to try to break the target out. Assign one colonist to repair the biosculpter pods, and bring multiple melee-equipped pawns to engage the awakened corpse. You will be able to break through the awakened corpses' 800 hp worth of regeneration relatively quickly with several melee-equipped pawns. Keep an eye on the biosculpter health and re-order repairs as needed.&lt;br /&gt;
&lt;br /&gt;
If your targeted colonist is downed, they can be relocated mid-trance by rescuing them. Trapping the awoken corpse in a confined space with colonists or animals, and blocking off most avenues of teleportation for the corpse, can allow you to quickly overpower and then kill it. &lt;br /&gt;
&lt;br /&gt;
[[Biomutation lance]]s can effect the corpse, similarly, sending the target away such as on a [[caravan]] will cause the awoken corpse to vanish as well, with a message stating it will return. These stalling tactics can be useful, but they will reset the corpse's regeneration capacity and its movement speed bonus, effectively restarting the fight.&lt;br /&gt;
&lt;br /&gt;
=== Poisoning it ===&lt;br /&gt;
The awoken corpse is unable to regenerate from certain effects, namely [[temperature]] and [[Toxic buildup|poison]]. Extreme temperatures can inflict heatstroke and hypothermia into the corpse as normal, which will cripple it just like a normal pawn. Toxic build-up from [[venom fangs]]{{RoyaltyIcon}} and [[venom talon]]s{{RoyaltyIcon}} cannot be regenerated from either. The only problem to this is the corpse's speed and teleportation can make it difficult to hit.&lt;br /&gt;
&lt;br /&gt;
=== Psychic slaughter ===&lt;br /&gt;
The [[psychic slaughter]] ability that some [[Creepjoiner]]s have can be used to instantly destroy the corpse. This means you lose the shard in the process, however.&lt;br /&gt;
&lt;br /&gt;
=== Taking advantage of death refusal ===&lt;br /&gt;
Finally, the unnatural corpse's appearance unlocks the [[death refusal]] research. Unlocking the ritual and using it on the original pawn gives them the ability to revive even if the corpse manages to attack them. However, this is unlikely as you will probably finish studying the corpse long before the ritual is available.&lt;br /&gt;
&lt;br /&gt;
=== Prevent reappearance ===&lt;br /&gt;
Dumping the unnatural corpse into a [[pit gate]] and collapsing it while the corpse is still there will destroy the corpse and prevent it from reappearing.&lt;br /&gt;
&lt;br /&gt;
A less reliable method is to turn the corpse into a [[nutrient paste meal]] in the small chance that it teleports into a [[hopper]] for a [[nutrient paste dispenser]]. This is different than butchering the corpse. The nutrient paste meal should display &amp;quot;Unnatural human corpse&amp;quot; as part of the ingredients.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* A unique music track titled &amp;quot;Corpse_Attack&amp;quot; plays while there's an active awoken unnatural corpse on the map.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.5.4069|1.5.4069]] - Fix: Error when trying to debug spawn unnatural corpse.&lt;br /&gt;
* [[Version/1.5.4081|1.5.4081]] - Added field in race props to generate unnatural corpse defs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unnatural corpse fails to explode on death.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=174558</id>
		<title>Luciferium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Luciferium&amp;diff=174558"/>
		<updated>2026-01-30T00:20:34Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: i looked at the actual code, the method of death should not matter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|drug&lt;br /&gt;
| name = Luciferium&lt;br /&gt;
| image = Luciferium b.png&lt;br /&gt;
| description = A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.&amp;lt;br&amp;gt;After the first dose, there is no way to get the mechanites out, ever.&amp;lt;br&amp;gt;On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Medical Drug&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| marketvalue = 70&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
| mass base = 0.01&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| addictiveness = 1&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Luciferium&lt;br /&gt;
| drug category = Medical&lt;br /&gt;
| is pleasure drug = false&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path =  Things/Thing/Drug/Luciferium&lt;br /&gt;
| label = luciferium&lt;br /&gt;
| parent name = DrugPillBase&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| use hit points = true&lt;br /&gt;
&amp;lt;!-- Drug Parameters --&amp;gt;&lt;br /&gt;
| blood filtration offset = 0.7&lt;br /&gt;
| blood pumping offset = 0.15&lt;br /&gt;
| breathing offset = 0.1&lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| digestion offset = 0.2&lt;br /&gt;
| moving offset = 0.05&lt;br /&gt;
| pain factor = 0.8&lt;br /&gt;
| sight offset = 0.15&lt;br /&gt;
}}&lt;br /&gt;
'''Luciferium''' is a rare, powerful, expensive and dangerous [[drug]]. It can heal [[Scar|permanent injuries]], [[Ailments#Chronic|chronic health condition]]s, and helps [[Immunity Gain Speed|fight]] [[disease]], but will kill its user if not taken regularly.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Luciferium cannot be crafted, and must be either acquired through [[trade]], as a [[quest]] reward, found in [[ancient shrine]]s, or looted from pirate [[Raiders]] or ancient crates ([[Hermetic crate|hermetic]]{{IdeologyIcon}} or [[Sealed crate|sealed]]{{OdysseyIcon}}).&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:&lt;br /&gt;
* While addicted to the drug.&lt;br /&gt;
* While withdrawing from the drug.&lt;br /&gt;
&lt;br /&gt;
=== Luciferium Addiction ===&lt;br /&gt;
* Improved [[blood filtration]] ({{+|70%}})&lt;br /&gt;
* Improved [[digestion]] ({{+|20%}})&lt;br /&gt;
* Improved [[blood pumping]] ({{+|15%}})&lt;br /&gt;
* Improved [[sight]] ({{+|15%}})&lt;br /&gt;
* Improved [[consciousness]] ({{+|10%}})&lt;br /&gt;
* Improved [[breathing]] ({{+|10%}})&lt;br /&gt;
* Improved [[moving]] ({{+|5%}})&lt;br /&gt;
* Reduced [[pain]] ({{Good|x80%}})&lt;br /&gt;
* 1 [[Scar]]/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to [[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss]] and Blindness){{Check Tag|Purely random?|Is that the selection of the injury/ailment random? If it is, note it explicitly. If its not, the order should be noted.}}&lt;br /&gt;
* If a pawn is not addicted: {{+|100%}} luciferium need&lt;br /&gt;
* If a pawn is already addicted: {{+|90%}} lucifierium need (scaled by [[body size]])&lt;br /&gt;
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying [[healer mech serum]] or [[resurrector mech serum]]. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.&lt;br /&gt;
&lt;br /&gt;
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:&lt;br /&gt;
* Intense [[pain]] ({{++|40%}}) ({{--|15}} mood normally, {{+|7}} mood with the Ideoligion meme [[Ideoligion#Pain|Pain: Idealized]] and {{+|15}} with [[Masochist]] trait)&lt;br /&gt;
* Impaired [[consciousness]] ({{Bad|80% Max}})&lt;br /&gt;
* [[Berserk]] mental breaks (''{{MTB}} of 0.4 days'')&lt;br /&gt;
* Death (''{{MTB}} of 10 days'')&lt;br /&gt;
&lt;br /&gt;
Death is caused by the brain being instantly destroyed, meaning that the [[Deathless]] gene{{BiotechIcon}} does not protect against it.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer [[healer mech serum]] or DLC-exclusive options such as the [[biosculpter pod]] {{IdeologyIcon}}, the Scarless [[gene]], {{BiotechIcon}} or the [[Unnatural healing]] ability.{{AnomalyIcon}} Note that with the anomaly DLC aging related conditions can also be removed by the chronophagy ritual. Some other ailments require long-term and potentially ineffective medical treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases [[Immunity Gain Speed]], which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the [[#Healing method table|healing method table]] or the page of the ailment in question.&lt;br /&gt;
&lt;br /&gt;
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the [[ship launch]] or the [[Royal Ascent]] quest {{RoyaltyIcon}}. Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Lucifierium isn't ''too'' expensive. 10 doses of luciferium costs a [[market value]] of {{Icon Small|silver||{{#expr:{{P|Market Value Base}}*10}}}} [[silver]] and can sustain a human for a year. If you can get a consistent source of [[trade]] and [[Money making guide|income]], luciferium can be tolerated even if you don't need its medical properties. &lt;br /&gt;
Keeping many colonists addicted is difficult, as [[faction base]]s and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits. &lt;br /&gt;
&lt;br /&gt;
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.&lt;br /&gt;
&lt;br /&gt;
=== Luciferium management ===&lt;br /&gt;
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their [[drug policy|drug assignment]] to take one pill every 6 days does '''NOT''' work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn. &lt;br /&gt;
&lt;br /&gt;
Instead, for all adult pawns that take luciferium, players should use the &amp;quot;take for addiction&amp;quot; setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, &amp;quot;take for addiction&amp;quot; can be used for safety, though note that it can waste a small amount of dosage.&lt;br /&gt;
&lt;br /&gt;
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having [[transport pod]]s available to launch additional doses in an emergency is also advisable.&lt;br /&gt;
&lt;br /&gt;
Putting a pawn into a [[cryptosleep casket]] or a [[biosculpter pod]] will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for [[ancient shrine]]s, as they have ancient cryptosleep caskets.&lt;br /&gt;
&lt;br /&gt;
=== Addiction on non-colony pawns ===&lt;br /&gt;
While it is possible to give prisoners luciferium to make them addicted, it doesn't work out as a way to get more doses in the future, as luciferium addiction works differently to other drugs in relation to non-colonists bringing doses.&lt;br /&gt;
&lt;br /&gt;
Very rarely non-colony pawns with a luciferium addiction may appear. It has been reported that [[Transport pod crash]] and quest reward pawns may come addicted. If this happens, or if pawns are given the addiction through a custom [[Starting scenario#Scenario editor|scenario]], the possibility of outsiders bringing doses of luciferium into your map depends on the relations with their faction and the event or quest that spawned them. Generally only neutral and allied pawns will carry luciferium, and only if they come as a joiner event (Transport pod crash, [[Events#Wanderer_joins|Wanderer]], [[Creepjoiner]]{{AnomalyIcon}}...) or as a temporary guest. Raiders, trading caravans and travelling visitors will not carry luciferium for their own use. Refuguees and beggars don't carry any doses either. When they do carry luciferium, they will have 2-5 doses.&lt;br /&gt;
&lt;br /&gt;
For the average play-through this means that giving out doses to strangers is most likely a waste of expensive doses.&lt;br /&gt;
&lt;br /&gt;
=== Removing luciferium need ===&lt;br /&gt;
{{Rewrite|section=1|reason=Reports of inconsistency - verify and detail}}&lt;br /&gt;
As of 1.6.4630, the only way to remove luciferium need from one of your colonists is to turn them into a [[shambler]] {{AnomalyIcon}}. Note that having [[death refusal]] prevents a colonist from raised as a shambler.&lt;br /&gt;
&lt;br /&gt;
# Kill the colonist; the exact method does not matter.&lt;br /&gt;
# Use deadlife dust, such as from a [[deadlife pack]] {{AnomalyIcon}} to resurrect the pawn as a shambler. The pawn will no longer have the luciferium need as soon as it is completely raised.&lt;br /&gt;
# Wait for the shambler to expire again (or kill it), and use a [[resurrector mech serum]] to resurrect the pawn. They will be resurrected as a normal pawn and not a shambler, and will not have the luciferium need anymore.&lt;br /&gt;
&lt;br /&gt;
Since shambler corpses are always rotting no matter how fresh they were before being turned into a shambler, the negative side effects of resurrection will most likely occur. You may need another resurrection serum on hand if that is the case. This method of removing luciferium addiction from a pawn is very expensive, so consider whether obtaining more luciferium would be easier than this.&lt;br /&gt;
&lt;br /&gt;
Removing their luciferium addiction will also remove the beneficial luciferium effects.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Luciferium is considered to be in the [[Lore#Tech_levels|&amp;quot;Ultra&amp;quot; tech level]].&lt;br /&gt;
* Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, &amp;quot;The Devil's Bargain,&amp;quot; is a further hint to this; indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.&lt;br /&gt;
* In the [[Scenario editor]] luciferium is listed as a separate health condition than luciferium addiction. This is allows you to create upkeep free luciferium pawns for your custom scenarios.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Luciferium a.png|One luciferium&lt;br /&gt;
Luciferium b.png|Stack of luciferium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fixed Luciferium not removing [[Frail]]. Now, lucifierum can remove all chronic health conditions.&lt;br /&gt;
* [[Version/1.1.2610|1.1.2610]] -  Reduced market value from 120 to 70.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Luciferium now causes death from brain destruction, meaning the [[deathless]] [[gene]] {{BiotechIcon}} cannot stop it.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Drug]] [[Category:Medical Drug]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_pipes&amp;diff=174531</id>
		<title>Ancient pipes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_pipes&amp;diff=174531"/>
		<updated>2026-01-29T01:55:47Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added about template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{About|the ruins added by Ideology|the ruins added by Odyssey|ancient pipe}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient pipes&lt;br /&gt;
| image = Ancient pipes A.png&lt;br /&gt;
| description = A bunch of rusted old pipes. It is hard to say how these ended up here.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 50&lt;br /&gt;
| work to make = 200&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.4.3682&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient pipes''' are [[ruins]] added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancient pipes A.png|Variant A&lt;br /&gt;
Ancient pipes B.png|Variant B&lt;br /&gt;
Ancient pipes C.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174530</id>
		<title>Ancient pipe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174530"/>
		<updated>2026-01-29T01:55:15Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added about template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{About|the ruins added by Odyssey|the ruins added by Ideology|ancient pipes}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient pipe&lt;br /&gt;
| image = AncientPipes_MenuIcon.png&lt;br /&gt;
| description = A segment of old corroded piping.           &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1*1&lt;br /&gt;
| cover = &lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 40&lt;br /&gt;
| work to make = 50&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.6.4528&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient pipe''' are [[ruins]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_cell&amp;diff=174510</id>
		<title>Power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_cell&amp;diff=174510"/>
		<updated>2026-01-28T00:56:38Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: Created page with &amp;quot;'''Power cells''' are a type of building that generate power from nothing and produce no waste. These are:  * Gravcore power cell {{OdysseyIcon}} - constructed using gra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Power cells''' are a type of building that generate power from nothing and produce no waste. These are:&lt;br /&gt;
&lt;br /&gt;
* [[Gravcore power cell]] {{OdysseyIcon}} - constructed using [[gravcore]]s, provides 1,200W.&lt;br /&gt;
* [[Unstable power cell]] {{RoyaltyIcon}} - spawns with [[mechanoid cluster]]s, can explode, and provides 400W.&lt;br /&gt;
* [[Vanometric power cell]] - quest reward, provides 1,000W.&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wasp_drone&amp;diff=174509</id>
		<title>Wasp drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wasp_drone&amp;diff=174509"/>
		<updated>2026-01-28T00:51:03Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added acquisition section (you can't acquire them)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General plus also [[:Template: Pawn Attack Table]] if appropriate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Wasp drone&lt;br /&gt;
| image = WaspDrone_east.png&lt;br /&gt;
| description = A small drone used for defense and situation control. The drone injects a small amount of paralytic biotoxin, stunning organic targets. While designed to be non-lethal, wasps may occasionally kill their target by accident. Wasps are powered by a long-lasting battery.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 25&lt;br /&gt;
| movespeed = 5.8&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 5&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| psychic sensitivity = 0&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.25&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = stab&lt;br /&gt;
| attack1cool = 2.4&lt;br /&gt;
| attack1part = stinger&lt;br /&gt;
| attack1stun = 3&lt;br /&gt;
| weaponTags = &lt;br /&gt;
}}&lt;br /&gt;
Hostile wasp drones are encountered in ancient structures such as man-made landmarks and quest sites. They are released as a group of three by a [[wasp trap]] when it detects a colonist in its line of sight and within a 20 tile distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Wasp drones do not occur on their own, they are always released by triggering wasp traps in structures built by the [[Ancients#Hostile Ancients|Hostile Ancients]] faction: [[Landmarks#Stockpile|underground stockpiles]], [[Landmarks#Man-made structures|man-made landmarks]], orbital platforms, satellites, and gravship quest sites.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
It is not possible for a player to construct a wasp drone, or the wasp trap the drones originate from. Additionally, wasp traps cannot be uninstalled and moved. Wasp drones are enemies for the player to fight, and cannot be used by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they avoid cover, do not drop equipment when destroyed, die when downed, and have 100% toxic environment resistance and 100% vacuum resistance. Unlike mechs, they are not entirely immune to flame and heat damage, but are non-flammable, and their corpses cannot be smelted.&lt;br /&gt;
&lt;br /&gt;
Upon detecting a human presence, wasp drones start flying and chase their target at a flying speed of 16.24 c/s.&amp;lt;!-- move speed 5.8 * flying speed factor 2.8 !--&amp;gt; Once in contact, they use their stinger to stun their victim, making them vulnerable to attack by other defense systems, such as [[hunter drone|hunter drones]] or [[ancient defender turret|ancient defender turrets]]. Wasp drones are able to fly in vacuum.&lt;br /&gt;
&lt;br /&gt;
Unlike hunter drones and sentry drones, wasp drones cannot open doors.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity of 0%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Wasp drones pose danger for a lone explorer or when other threats are present. They move fast, and while separate attacks cause little damage and bleeding, repeated stuns can make a pawn very vulnerable to enemy fire.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Drone body type not supported}}&lt;br /&gt;
{{Animal Health Table|Drone}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:WaspDrone_east.png|Facing east&lt;br /&gt;
File:WaspDrone_north.png|Facing north&lt;br /&gt;
File:WaspDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174508</id>
		<title>Tox shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174508"/>
		<updated>2026-01-28T00:43:35Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General, also fill out infobox weapon details}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Tox shell&lt;br /&gt;
| image = Tox shell c.png&lt;br /&gt;
| description = An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring.&amp;lt;br/&amp;gt;Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup that can be lethal.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = &lt;br /&gt;
| damage type = ToxGas&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| defName = Shell_Toxic&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.4.3580&lt;br /&gt;
}}&lt;br /&gt;
The '''tox shell''' is a type of [[mortar shell]] added by the [[Biotech DLC]]that, upon exploding, releases a cloud of [[tox gas]] in a radius around itself.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The cost is increased to {{Icon Small|Steel||15}} [[steel]] and {{Icon Small|Chemfuel||15}} [[chemfuel]] if the [[Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=tox gas emission time}}&lt;br /&gt;
[[File:Tox shell blast.png|250px|thumb|left|The various approximate radii of a tox shell explosion. White tiles represent the radius of a shell fired from a mortar. Gold tiles represent the radius of one or more shells cooking off. Gas emission will vary, it may not fill the entirety of a given range.]]&lt;br /&gt;
&lt;br /&gt;
When fired from a [[mortar]], {{lc:{{P|Name}}}}s will linger{{Check Tag|Meaning?}} and emit [[tox gas]] for ? ticks {{Check Tag|Duration?}}, releasing a cloud in a ~5 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after {{Ticks|30}} to {{Ticks|60}}, releasing a cloud of [[tox gas]] in a ~9 tile radius around itself. Unlike other items which explode when damaged, but similar to [[smoke shell|smoke]] and [[deadlife shell|deadlife]]{{AnomalyIcon}} shells, stack size does not have an effect on explosion radius.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Tox gas shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General - jotted down some basic thoughts, but needs more}}&lt;br /&gt;
Mostly useful for making IED tox traps. It is also faster to unlock for these as it doesn't require Mortars to be researched.&lt;br /&gt;
&lt;br /&gt;
As for Mortar Ammunition it is useful for hitting enemies where damaging shells would cause collateral damage - e.g. near friendly structures or providing danger-close fire support for tox gas immune pawns, they have a longer radius then explosive shells, making a high shooting skill less necessary. Note that tox shells aren't effective by themselves, they are unlikely to kill anyone, so they generally must be paired with sending out colonists to fight. But tox gas does inflicts significant statistical penalties if you can fight enemies in it, so they can make winning battles a lot easier. However, to maintain uptime on it, more than one mortar may have to be manned.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tox shell a.png|One tox shell&lt;br /&gt;
Tox shell b.png|Partial stack&lt;br /&gt;
Tox shell c.png|Full stack&lt;br /&gt;
ShellTox.png|Projectile&lt;br /&gt;
Landed tox shell.png|Landed&lt;br /&gt;
ToxLanded Water.png|Landed (water)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Reduced explosive radius of tox shells when detonated by damage.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174507</id>
		<title>Tox shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174507"/>
		<updated>2026-01-28T00:42:56Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: someone already uploaded the landed tox shell image :thinking:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General, also fill out infobox weapon details}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Tox shell&lt;br /&gt;
| image = Tox shell c.png&lt;br /&gt;
| description = An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring.&amp;lt;br/&amp;gt;Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup that can be lethal.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = &lt;br /&gt;
| damage type = ToxGas&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| defName = Shell_Toxic&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.4.3580&lt;br /&gt;
}}&lt;br /&gt;
The '''tox shell''' is a type of [[mortar shell]] added by the [[Biotech DLC]]that, upon exploding, releases a cloud of [[tox gas]] in a radius around itself.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The cost is increased to {{Icon Small|Steel||15}} [[steel]] and {{Icon Small|Chemfuel||15}} [[chemfuel]] if the [[Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Landed shell sprite}}&lt;br /&gt;
{{Stub|section=1|reason=tox gas emission time}}&lt;br /&gt;
[[File:Tox shell blast.png|250px|thumb|left|The various approximate radii of a tox shell explosion. White tiles represent the radius of a shell fired from a mortar. Gold tiles represent the radius of one or more shells cooking off. Gas emission will vary, it may not fill the entirety of a given range.]]&lt;br /&gt;
&lt;br /&gt;
When fired from a [[mortar]], {{lc:{{P|Name}}}}s will linger{{Check Tag|Meaning?}} and emit [[tox gas]] for ? ticks {{Check Tag|Duration?}}, releasing a cloud in a ~5 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after {{Ticks|30}} to {{Ticks|60}}, releasing a cloud of [[tox gas]] in a ~9 tile radius around itself. Unlike other items which explode when damaged, but similar to [[smoke shell|smoke]] and [[deadlife shell|deadlife]]{{AnomalyIcon}} shells, stack size does not have an effect on explosion radius.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Tox gas shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General - jotted down some basic thoughts, but needs more}}&lt;br /&gt;
Mostly useful for making IED tox traps. It is also faster to unlock for these as it doesn't require Mortars to be researched.&lt;br /&gt;
&lt;br /&gt;
As for Mortar Ammunition it is useful for hitting enemies where damaging shells would cause collateral damage - e.g. near friendly structures or providing danger-close fire support for tox gas immune pawns, they have a longer radius then explosive shells, making a high shooting skill less necessary. Note that tox shells aren't effective by themselves, they are unlikely to kill anyone, so they generally must be paired with sending out colonists to fight. But tox gas does inflicts significant statistical penalties if you can fight enemies in it, so they can make winning battles a lot easier. However, to maintain uptime on it, more than one mortar may have to be manned.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tox shell a.png|One tox shell&lt;br /&gt;
Tox shell b.png|Partial stack&lt;br /&gt;
Tox shell c.png|Full stack&lt;br /&gt;
ShellTox.png|Projectile&lt;br /&gt;
Landed tox shell.png|Landed&lt;br /&gt;
ToxLanded Water.png|Landed (water)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Reduced explosive radius of tox shells when detonated by damage.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ToxLanded_Water.png&amp;diff=174506</id>
		<title>File:ToxLanded Water.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ToxLanded_Water.png&amp;diff=174506"/>
		<updated>2026-01-28T00:42:38Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: {{Biotech}}

The sprite used for a tox shell that has landed in water.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
&lt;br /&gt;
The sprite used for a tox shell that has landed in water.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174505</id>
		<title>Tox shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tox_shell&amp;diff=174505"/>
		<updated>2026-01-28T00:39:37Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=General, also fill out infobox weapon details}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Tox shell&lt;br /&gt;
| image = Tox shell c.png&lt;br /&gt;
| description = An artillery shell containing reagents that, when combined, generate deadly tox gas. When fired, it will stick into the ground and release tox gas for some time before expiring.&amp;lt;br/&amp;gt;Tox gas burns the lungs and eyes, causing a temporary shortness of breath and reduction in sight. Continued exposure to tox gas results in toxic buildup that can be lethal.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = &lt;br /&gt;
| damage type = ToxGas&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 4&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Tox gas&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| defName = Shell_Toxic&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.4.3580&lt;br /&gt;
}}&lt;br /&gt;
The '''tox shell''' is a type of [[mortar shell]] added by the [[Biotech DLC]]that, upon exploding, releases a cloud of [[tox gas]] in a radius around itself.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The cost is increased to {{Icon Small|Steel||15}} [[steel]] and {{Icon Small|Chemfuel||15}} [[chemfuel]] if the [[Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Landed shell sprite}}&lt;br /&gt;
{{Stub|section=1|reason=tox gas emission time}}&lt;br /&gt;
[[File:Tox shell blast.png|250px|thumb|left|The various approximate radii of a tox shell explosion. White tiles represent the radius of a shell fired from a mortar. Gold tiles represent the radius of one or more shells cooking off. Gas emission will vary, it may not fill the entirety of a given range.]]&lt;br /&gt;
&lt;br /&gt;
When fired from a [[mortar]], {{lc:{{P|Name}}}}s will linger{{Check Tag|Meaning?}} and emit [[tox gas]] for ? ticks {{Check Tag|Duration?}}, releasing a cloud in a ~5 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after {{Ticks|30}} to {{Ticks|60}}, releasing a cloud of [[tox gas]] in a ~9 tile radius around itself. Unlike other items which explode when damaged, but similar to [[smoke shell|smoke]] and [[deadlife shell|deadlife]]{{AnomalyIcon}} shells, stack size does not have an effect on explosion radius.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Tox gas shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General - jotted down some basic thoughts, but needs more}}&lt;br /&gt;
Mostly useful for making IED tox traps. It is also faster to unlock for these as it doesn't require Mortars to be researched.&lt;br /&gt;
&lt;br /&gt;
As for Mortar Ammunition it is useful for hitting enemies where damaging shells would cause collateral damage - e.g. near friendly structures or providing danger-close fire support for tox gas immune pawns, they have a longer radius then explosive shells, making a high shooting skill less necessary. Note that tox shells aren't effective by themselves, they are unlikely to kill anyone, so they generally must be paired with sending out colonists to fight. But tox gas does inflicts significant statistical penalties if you can fight enemies in it, so they can make winning battles a lot easier. However, to maintain uptime on it, more than one mortar may have to be manned.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tox shell a.png|One tox shell&lt;br /&gt;
Tox shell b.png|Partial stack&lt;br /&gt;
Tox shell c.png|Full stack&lt;br /&gt;
ShellTox.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Reduced explosive radius of tox shells when detonated by damage.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellTox.png&amp;diff=174504</id>
		<title>File:ShellTox.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellTox.png&amp;diff=174504"/>
		<updated>2026-01-28T00:39:21Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: {{Biotech}}

The sprite used by a tox shell in the air.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Biotech}}&lt;br /&gt;
&lt;br /&gt;
The sprite used by a tox shell in the air.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=174503</id>
		<title>Smoke shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=174503"/>
		<updated>2026-01-28T00:38:46Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Smoke shell&lt;br /&gt;
| image = Smoke shell c.png&lt;br /&gt;
| description = A shell that generates a cloud of smoke when detonated, obscuring incoming shots and preventing turrets from locking on. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Smoke&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 7.2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Smoke&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''smoke shell''' is a type of [[mortar shell]] that, upon exploding, releasing a cloud of [[blind smoke]] in a radius around the detonation point. The cloud then persists for some time.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 35 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Smoke shell explosion radius.png|thumb|left|White tiles represent the radius of a shell fired from a mortar. Gold tiles represent the radius of one or more shells cooking off.]]&lt;br /&gt;
&lt;br /&gt;
When fired from a [[mortar]], {{lc:{{P|Name}}}}s releases a cloud of [[blind smoke]] in a {{P|Blast Radius}} tile radius. The cloud persists for around 60 seconds.{{Check Tag|Verify}} For details about the effect of [[blind smoke]], see that page.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after {{Ticks|30}} to {{Ticks|60}}, releasing a cloud of smoke in a 12 tile radius around itself. Unlike other items which explode when damaged, but similar to [[tox shell|tox]]{{BiotechIcon}} and [[deadlife shell|deadlife]]{{AnomalyIcon}} shells, stack size does not have an effect on explosion radius.&lt;br /&gt;
&lt;br /&gt;
Unlike [[tox shell|tox]]{{BiotechIcon}} and [[deadlife shell|deadlife]]{{AnomalyIcon}} shells, smoke shells release their gas instantaneously, and will always fill their defined range (see image right).&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Smoke shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Comparison to other smoke sources and vs just using a kinetic alternative}}&lt;br /&gt;
{{See also|Smoke launcher}}&lt;br /&gt;
&lt;br /&gt;
The radius from an exploding smoke shell is significantly larger than that of a fired smoke shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.&lt;br /&gt;
&lt;br /&gt;
At the cost of only {{Required Resources}}, they can be used to support melee pawns against ranged enemies. Typically this isn't worth it over other options, but sending [[fleshbeasts]]{{AnomalyIcon}} at enemies via [[psychic ritual]]{{AnomalyIcon}} spawns a lot of melee pawns close to enemies. A smoke shell helps them avoid ranged fire while getting into melee, improving survival rates when they are most vulnerable.  Because they spawn relatively close by and lock down ranged fire once they get into melee, the limited duration of the shell is less relevant and using a mortar ensures that your pawns are kept far away from danger.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Smoke shell a.png|One smoke shell&lt;br /&gt;
Smoke shell b.png|Partial stack&lt;br /&gt;
Smoke shell c.png|Full stack&lt;br /&gt;
ShellSmoke.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 35 -&amp;gt; 25 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellSmoke.png&amp;diff=174502</id>
		<title>File:ShellSmoke.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellSmoke.png&amp;diff=174502"/>
		<updated>2026-01-28T00:38:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used by a smoke shell in the air.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used by a smoke shell in the air.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=174501</id>
		<title>Incendiary shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incendiary_shell&amp;diff=174501"/>
		<updated>2026-01-28T00:38:07Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Incendiary shell&lt;br /&gt;
| image = Shell incendiary c.png&lt;br /&gt;
| description = A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 20&lt;br /&gt;
| defName = Shell_Incendiary&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''incendiary shell''' is a type of [[mortar shell]] that explodes into a conflagration, dealing flame damage and setting the area alight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 20 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Incendiary shell radius.png||250px|thumb|left|White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius. They also set the area on fire and creating [[chemfuel puddle]]s which themselves burn.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 10 [[Damage Type#Flame|Flame]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 2.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. Note that, unlike shells fired from a mortar, shells that explode from damage do not leave chemfuel puddles.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Incendiary shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Incendiary shells are most useful against [[siege]]s - stationary targets with explosive [[mortar shell]]s to light on fire. The fire makes it more likely to &amp;quot;hit&amp;quot; an explosive target than the use of regular [[high-explosive shell]]s, but watch out for pawns with [[firefoam pop pack]]s.&lt;br /&gt;
&lt;br /&gt;
Otherwise, incendiary shells are of limited use. The other &amp;quot;main&amp;quot; target of mortars, stationary [[mechanoid]]s, are completely immune to fire. For ordinary raids, fire spreads too slowly to be useful in combat. As mobile raiders are smart enough to avoid the flames, only a direct hit would cause damage. As high-explosive shells deal much more damage on direct impact, they're the superior choice. Note that the game will automatically cause [[rain]] if fires get too far out of control. [[IED incendiary trap]]s however have a variety of uses, and may justify a supply of incendiary shells. See that page for details.&lt;br /&gt;
&lt;br /&gt;
[[Siege]]s can and will use incendiary shells against you, which will ravage rooms floored with [[carpet]], fields of [[plants]], and storage rooms filled with flammable items. [[Firefoam popper]]s are ideal for protecting against fire. These incendiary shells that can also be looted once the siege is repelled - while crafting them typically isn't worthwhile, these shells are free and sometimes suboptimality can be outweighed by volume of fire.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell incendiary a.png|One incendiary shell&lt;br /&gt;
Shell incendiary b.png|Partial stack&lt;br /&gt;
Shell incendiary c.png|Full stack&lt;br /&gt;
ShellIncendiary.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - crafting cost was increased (15 --&amp;gt; 20 steel and chemfuel cost).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 20 -&amp;gt; 10 unless Classic Mortar difficulty option selected.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellIncendiary.png&amp;diff=174500</id>
		<title>File:ShellIncendiary.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellIncendiary.png&amp;diff=174500"/>
		<updated>2026-01-28T00:37:53Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used by an incendiary shell in the air.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used by an incendiary shell in the air.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=High-explosive_shell&amp;diff=174499</id>
		<title>High-explosive shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=High-explosive_shell&amp;diff=174499"/>
		<updated>2026-01-28T00:37:22Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = High-explosive shell&lt;br /&gt;
| image = Shell highexplosive c.png&lt;br /&gt;
| description = A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Chemfuel&lt;br /&gt;
| resource 2 amount = 15&lt;br /&gt;
| defName = Shell_HighExplosive&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''high-explosive shell''' is the most common kind of [[mortar shell]], that deals 50 damage in a 3-tile radius upon exploding.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 25 if the [[Classic mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
Finally, [[siege]] raids will have high-explosive shells drop podded to them, and if unused by the raid, can be taken by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:High-explosive shell radius.png|thumb|250px|left|White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 2.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
High-explosive shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
High-explosive is the standard shell for [[mortar]]s, dealing high damage to any target with a decent blast radius. Mortars in general are quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
Mortars are most useful against stationary targets, such as [[siege]]s, [[crashed ship parts]], and [[mech cluster]]s.{{RoyaltyIcon}} Against sieges in particular, dealing enough damage will force the raiders to assault directly - as opposed to them peppering ''your'' base with mortar shells. A siege's mortars can and will deal large infrastructural damage to any base not under [[overhead mountain]]; your mortars are powerful defenses against them.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell highexplosive a.png|One high-explosive shell&lt;br /&gt;
Shell highexplosive b.png|Partial stack&lt;br /&gt;
Shell highexplosive c.png|Full stack&lt;br /&gt;
ShellHighExplosive.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - Crafting cost was increased (20 --&amp;gt; 25 steel, 10 --&amp;gt; 15 chemfuel).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -&amp;gt; 15 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellHighExplosive.png&amp;diff=174498</id>
		<title>File:ShellHighExplosive.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellHighExplosive.png&amp;diff=174498"/>
		<updated>2026-01-28T00:37:01Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used by a high-explosive shell in the air.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used by a high-explosive shell in the air.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_shell&amp;diff=174497</id>
		<title>Firefoam shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_shell&amp;diff=174497"/>
		<updated>2026-01-28T00:36:18Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = Firefoam shell&lt;br /&gt;
| image = Shell firefoam c.png&lt;br /&gt;
| description = A pressurized shell filled with fire-retardant foam. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| damage type = Extinguish&lt;br /&gt;
| damage = 0&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius =  5&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Firefoam&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Firefoam&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam shell''' is a type of [[mortar shell]] that upon exploding, spreads [[firefoam]], extinguishing all fires and preventing new ones in a radius around the detonation.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 35 if the [[Classic mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Firefoam shell radius.png|250px|thumb|left|From smallest to largest, the radius of the shell's AoE when fired, when a single shell cooks off, and when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s spreads [[firefoam]] in a {{P|Blast Radius}} tile radius, extinguishing all fires and preventing new ones.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, spread firefoam in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 9.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 9.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Firefoam shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Actually firing a firefoam shell from a mortar is very niche. The tiny, 5-tile radius isn't enough to cover large-scale fires, but mortars lack the precision to drop on small fires accurately. Due to the mortar's blind spot, it cannot extinguish fires inside your colony. For fires outside of your colony, the game will automatically start [[rain]] whenever fires get too big - unless a [[weather controller]]{{RoyaltyIcon}} is forcing fog. Generally, [[foam turret]]s or [[firefoam pop pack]]s are better as mobile fire extinguishers. Even [[Pyromaniac]]s can operate either.&lt;br /&gt;
&lt;br /&gt;
Firefoam shells are most useful to create [[IED firefoam trap]]s. IEDs must be directly lit on fire or triggered by a colonist, but are cheaper to create than a [[firefoam popper]], while having a much larger radius than the [[firefoam pop pack]]. In theory, destroying a firefoam shell creates the same firefoam as the IED trap for half the cost. However, the shell must be damaged to set off; while guns cannot damage the shell, gunshots ''can'' trigger an IED.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell firefoam a.png|One firefoam shell&lt;br /&gt;
Shell firefoam b.png|Partial stack&lt;br /&gt;
Shell firefoam c.png|Full stack&lt;br /&gt;
ShellFirefoam.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 35 -&amp;gt; 25 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellFirefoam.png&amp;diff=174496</id>
		<title>File:ShellFirefoam.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellFirefoam.png&amp;diff=174496"/>
		<updated>2026-01-28T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used by a firefoam shell in the air.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used by a firefoam shell in the air.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_shell&amp;diff=174495</id>
		<title>EMP shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_shell&amp;diff=174495"/>
		<updated>2026-01-28T00:34:58Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: add projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = EMP shell&lt;br /&gt;
| image = Shell emp c.png&lt;br /&gt;
| description = A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = EMP&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius =  8.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| defName = Shell_EMP&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''EMP shell''' is a type of [[mortar shell]] that upon exploding, releases an [[EMP]] burst.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 25 if the [[Classic mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:EMP shell radius.jpg|250px|thumb|left|From smallest to largest, the radius of the shell's AoE when fired, when a single shell cooks off, and when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, EMP shells deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, stunning [[mechanoid]]s, [[turret]]s, [[generator]]s and other mortars for 25 seconds, and instantly but temporarily downing [[shield belt]]s, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} and [[mech high-shield]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 50 [[Damage Type#EMP|EMP]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
EMP shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular [[high-explosive shell]]s, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.&lt;br /&gt;
&lt;br /&gt;
EMP shells are required to down [[mech high-shield]]s{{RoyaltyIcon}} from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.&lt;br /&gt;
&lt;br /&gt;
The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell emp a.png|One EMP shell&lt;br /&gt;
Shell emp b.png|Partial stack&lt;br /&gt;
Shell emp c.png|Full stack&lt;br /&gt;
ShellEMP.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - crafting cost was increased (20 --&amp;gt; 25 steel, 1 --&amp;gt; 2 components).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -&amp;gt; 15 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellEMP.png&amp;diff=174494</id>
		<title>File:ShellEMP.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellEMP.png&amp;diff=174494"/>
		<updated>2026-01-28T00:34:39Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used by an EMP shell in flight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used by an EMP shell in flight.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=174493</id>
		<title>Antigrain warhead</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Antigrain_warhead&amp;diff=174493"/>
		<updated>2026-01-28T00:32:40Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added projectile image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|resource&lt;br /&gt;
| name = Antigrain warhead&lt;br /&gt;
| image = Shell antigrain a.png&lt;br /&gt;
| description = An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 550&lt;br /&gt;
| damage type = BombSuper&lt;br /&gt;
| armorPenetration = 130&lt;br /&gt;
| stoppingPower = 2&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 14.9&lt;br /&gt;
| defName = Shell_AntigrainWarhead&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| thingSetMakerTags = RewardStandardCore&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''antigrain warhead''' is a [[mortar shell]] that can be fired by using a [[mortar]] or used as material to make an [[IED antigrain warhead trap]]. It both does massive damage and has a large blast radius, making it exceptionally effective, although rare.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Antigrain warheads cannot be crafted nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to antigrain warheads in a given play-through. &lt;br /&gt;
&lt;br /&gt;
They can also rarely be found inside an [[ancient shrine]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of damage AoE with damage drop off indicated and stack AoE (1 shell and full stack) with damage drop off indicated, in a style similar to [[:File:Firefoam shell radius.png]] but unlike other shells it'll need to be customised or have multiple images to display damage drop off}}&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s deal [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, dealing {{P|Damage Base}} at the center and {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing [[Damage Type#BombSuper|BombSuper]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 14.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 14.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25. As above, it will deal {{P|Damage Base}} at the center of the explosion, {{#expr: {{P|Damage Base}}*0.2}} damage at the extreme edge of the radius and be linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles.&lt;br /&gt;
&lt;br /&gt;
Deterioration damage, however, will not cause an explosion, and the warhead will instead ''&amp;quot;deteriorate to nothing&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Antigrain warheads can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Antigrain warheads deal more than enough damage to one-shot most enemies in the game. This makes them utterly unmatched in siege defense, as they are capable of wiping out entire groups of [[raider]]s in a single blast. Additionally, their blast radius is sufficient to always hit the targeted tile in the blast, giving them reliability in hitting point targets far exceeding that of normally inaccurate mortars. &lt;br /&gt;
&lt;br /&gt;
Tougher, armored enemies such as the [[centipede]] are a bit more than likely to survive a blast, but will be severely weakened such that finishing them off becomes much easier. Also take note that a direct hit, rare as it is, will likely kill it outright.&lt;br /&gt;
&lt;br /&gt;
[[IED antigrain warhead trap|Installed as a trap]], it can be extremely useful against [[crashed ship parts]] as doing so helps overcome the inaccuracy of mortars.&lt;br /&gt;
&lt;br /&gt;
===Storage===&lt;br /&gt;
As with all mortar shells, it is heavily advised that you keep it in a safe place where it cannot deteriorate, come under fire, or be targeted by a [[Mental break|tantrum]]. In addition to the loss of the antigrain warhead itself, its detonation is likely to cause massive damage to your base, anything inside it, and its occupants. If a tantruming pawn does decide to punch an antigrain warhead, try arresting them. If your pawns are too far, shooting them may be the better option than the alternative - the injuries, mood and social penalties, and even risk of death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it behind a quickly-deconstructable wall, ideally under thick mountain roof on the small chance that a mortar hits that single tile.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell antigrain a.png|One antigrain warhead&lt;br /&gt;
Shell antigrain b.png|Partial stack&lt;br /&gt;
Shell antigrain c.png|Full stack&lt;br /&gt;
ShellAntigrainWarhead.png|Projectile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The &amp;quot;grain&amp;quot; in antigrain refers to a piece of antimatter the size of a grain of sand, not a different &amp;quot;grain&amp;quot; unit.&amp;lt;ref&amp;gt;&amp;quot; This is the intended meaning as I wrote it. Grain of sand, not grain of barley/Imperial grain.&amp;quot; - Tynan Sylvester, [https://www.reddit.com/r/RimWorld/comments/9q1i11/comment/e86hyj2 Reddit comment].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|A tiny ultra-tech warhead usually used by spacecraft or glitterworld war machines. Powered by a grain of antimatter, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.|&amp;quot;A tiny ultra-tech warhead [...]&amp;quot;}}'' to ''{{Hover title|An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.|&amp;quot;An ultra-tech warhead [...]&amp;quot;}}''.&lt;br /&gt;
* Between [[Version/1.0.2096|1.0.2096]] - [[Version/1.3.3159|1.3.3159]] - Texture changed. &lt;br /&gt;
* Between [[Version/1.4.3523|1.4.3523]] - [[Version/1.4.3901|1.4.3901]] (inclusive) - Tech level changed from industrial to spacer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Antigrain warhead old.png|Original texture &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellAntigrainWarhead.png&amp;diff=174492</id>
		<title>File:ShellAntigrainWarhead.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellAntigrainWarhead.png&amp;diff=174492"/>
		<updated>2026-01-28T00:32:13Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: The sprite used for an antigrain warhead in flight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The sprite used for an antigrain warhead in flight.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deadlife_shell&amp;diff=174491</id>
		<title>Deadlife shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deadlife_shell&amp;diff=174491"/>
		<updated>2026-01-28T00:26:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Deadlife shell&lt;br /&gt;
| image = Deadlife shell c.png&lt;br /&gt;
| description = An artillery shell packed with a dust-like substance that, after exploding into a cloud, will settle on nearby human and animal corpses and raise them as shamblers. The shamblers will only attack your enemies. This can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 4.1&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Deadlife dust&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Deadlife&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
}}&lt;br /&gt;
The '''deadlife shell''' is a type of [[mortar shell]] that, upon exploding, releases a cloud of [[deadlife dust]] in a radius around itself. Deadlife dust raises any nearby human or animal corpses as [[shambler]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Hissing duration}}&lt;br /&gt;
[[File:Deadlife shell radius.png|250px|thumb|left|The various approximate radii of a deadlife shell explosion. White tiles represent the radius of a shell fired from a mortar. Gold tiles represent the radius of one or more shells cooking off. Gas emission will vary, it may not fill the entirety of a given range.]]&lt;br /&gt;
&lt;br /&gt;
When fired from a [[mortar]], {{lc:{{P|Name}}}}s will linger and emit [[deadlife dust]] for ? ticks {{Check Tag|Duration?}}, releasing a cloud in a ~5 tile radius around itself. Deadlife dust raises nearby human, animal, and entity corpses as [[shambler]]s for 6 hours. Shamblers raised by player-fired deadlife shells are non-hostile towards the colony, but will attack enemies.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after {{Ticks|30}} to {{Ticks|60}}, releasing a cloud of [[deadlife dust]] in a ~9 tile radius around itself. Unlike other items which explode when damaged, but similar to [[smoke shell|smoke]] and [[tox shell|tox]]{{BiotechIcon}} shells, stack size does not have an effect on explosion radius.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Deadlife shells can be used in the following recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing analysis}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Deadlife shell a.png|One Shell&lt;br /&gt;
Deadlife shell b.png|Partial stack&lt;br /&gt;
Deadlife shell c.png|Full stack&lt;br /&gt;
ShellDeadlife.png|Projectile&lt;br /&gt;
LandedDeadlifeShell.png|Landed&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;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:LandedDeadlifeShell.png&amp;diff=174490</id>
		<title>File:LandedDeadlifeShell.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:LandedDeadlifeShell.png&amp;diff=174490"/>
		<updated>2026-01-28T00:22:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: {{Anomaly}}

The sprite used when a deadlife shell lands on the ground.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
&lt;br /&gt;
The sprite used when a deadlife shell lands on the ground.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShellDeadlife.png&amp;diff=174489</id>
		<title>File:ShellDeadlife.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShellDeadlife.png&amp;diff=174489"/>
		<updated>2026-01-28T00:21:38Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: {{Anomaly}}

The sprite used for a deadlife shell as a projectile (&amp;quot;deadlife capsule&amp;quot;).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
&lt;br /&gt;
The sprite used for a deadlife shell as a projectile (&amp;quot;deadlife capsule&amp;quot;).&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duck&amp;diff=174488</id>
		<title>Duck</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duck&amp;diff=174488"/>
		<updated>2026-01-28T00:15:59Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added trivia... what ducks in video games *aren't* mallards?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason=Flying animation}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
| name = Duck&lt;br /&gt;
| image = DuckMale east.png&lt;br /&gt;
| description = A very common type of farm bird, also appearing in the wild, the duck is raised for its delicious meat. It grows quick but lays eggs quite rarely.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 2.1&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 60&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 1&lt;br /&gt;
| eggs_avg = 1&lt;br /&gt;
| eggtime = 1&lt;br /&gt;
| eggs_unfertilized = true&lt;br /&gt;
| combatPower = 30&lt;br /&gt;
| bodysize = 0.3&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| hungerrate = 0.175&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| roamMtb = 7&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 8&lt;br /&gt;
| babyscale = 0.1&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.12&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 3&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = feet&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2type = Bite&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = beak&lt;br /&gt;
| attack3dmg = 2&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 1.5&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_temperateswamp = 1&lt;br /&gt;
| livesin_coldbog = 1&lt;br /&gt;
}}&lt;br /&gt;
A small, domesticated waterfowl, '''Ducks''', called '''ducklings''' as babies. Like [[chicken]]s, ducks mature quickly and lay eggs often, making them both good meal birds and sources of [[Duck egg (unfert.)|eggs]]. Males of the species can be distinguished by their green heads and two-tone body while females have a solid colour head and body with darker wings.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ducks can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
Ducks can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]] and [[Trade#Bulk goods trader 2|bulk goods traders]]. Ducks purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Pen Animal Note|Ducks}}&lt;br /&gt;
&lt;br /&gt;
A female duck produces {{P|Eggs Per Clutch Average}} [[egg]] every {{P|Egg Laying Interval}} day. Ducks can lay both [[Chicken egg (unfert.)|unfertilized]] and [[Chicken egg (fert.)|fertilized]] eggs, depending on if it has mated with a male.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Ducks are the second best animal for egg production, and one of the best overall animals for meat production. Ducks reproduce rapidly.&lt;br /&gt;
&lt;br /&gt;
Ducks are nearly identical to [[chicken]]s, providing the same yields in both meat and eggs. However, ducks consume 20% more nutrition, meaning that chickens are better livestock. If chickens are not available but ducks are, then ducks can be a suitable replacement. &lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
An adult duck consumes {{P|Real Hunger Rate}} nutrition per day, and produces {{#vardefineecho:egg_nutr_per_day|{{#expr:{{P|Eggs Per Clutch Average}}/{{P|Egg Laying Interval}}*{{Q|Chicken egg (unfert.)|Nutrition}}}}}} nutrition of eggs each day. This results in a nutrition efficiency of {{%|{{#var:egg_nutr_per_day}}/({{P|Base Hunger Rate}}*1.6) round 3}} when unfertilized eggs are eaten. [[Overeating]], and the existence of males, will lower nutrition efficiency in practice.&lt;br /&gt;
&lt;br /&gt;
Note that slaughtering ducklings gives more nutrition than eating unhatched eggs (0.6 from meat rather than {{Q|Duck egg (fert.)|Nutrition}} from 1 egg). However, a handler has to actually slaughter each duck, and a butcher's yields are multiplied by [[Butchery Efficiency]]. So if you don't have a skilled cook, eggs may be better for nutrition. Also, eggs are vegetarian.&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
When slaughtered, a duck yields {{#vardefineecho:baby_meat|{{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.1*140}}}}}} meat as a duckling; {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*140}}}} as a juvenile; or {{Meat Leather Curve|{{#expr:{{P|Body Size}}*140}}}} as an adult. No leather is yielded.&lt;br /&gt;
&lt;br /&gt;
When ducklings are slaughtered, an always-fertilized female duck produces {{#expr:{{Meat Production|{{PAGENAME}}|Baby}} round 2}} nutrition per day, resulting in a nutrition efficiency of {{%|{{Meat Production|{{PAGENAME}}|Baby}}/({{P|Base Hunger Rate}}*1.6) round 3}} when not considering males, or {{%|{{Meat Production|{{PAGENAME}}|Baby|{{#vardefineecho:femaleratio|{{#expr: 2/3*24*{{P|Egg Laying Interval}}/{{P|Mate Mtb Hours}} round 2}}}}}}/{{Nutrition Consumption|{{PAGENAME}}|Baby|{{#var:femaleratio}}|1}} round 3}} when accounting for the {{#var:femaleratio}}:1 female:male ratio needed to achieve a good [[Animals#Mating|fertilization rate]].&lt;br /&gt;
&lt;br /&gt;
As a duck grows into adulthood, it will consume {{#expr:{{Consumption Upto Adulthood}} round 2}} nutrition in total, and will yield {{#expr:0.05*({{P|Meat Yield}} - {{#var:baby_meat}})}} more nutrition when slaughtered than it would as a baby. Therefore, it is better to slaughter ducks as soon as they hatch from an egg.&lt;br /&gt;
&lt;br /&gt;
When slaughtered as ducklings, ducks are better than almost all animals in terms of theoretical meat : food consumption ratio, below [[chicken]]s and [[tortoise]]s. This efficiency is lower than it seems, as ducks are prone to [[overeating]]. Due to the amount of slaughtering required with ducks, players may prefer to ranch [[horse]]s or [[ibex]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Feeding ===&lt;br /&gt;
A duck consumes {{#Expr: 1.6 * {{P|Base Hunger Rate}}}} nutrition per day, or roughly {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})}} [[hay]].&lt;br /&gt;
&lt;br /&gt;
The following is a list of how many tiles of [[haygrass]] it takes to sustain a mature duck. &lt;br /&gt;
* '''Gravel:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((0.7-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
* '''Soil:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((1.0-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
* '''Rich Soil:''' {{#Expr: ceil(1.6 * {{P|Base Hunger Rate}}/{{Q|Hay|Nutrition}})/({{Q|Haygrass|Harvest Yield}}/({{Q|Haygrass|Real Grow Days}} / (((1.4-1)*{{Q|Haygrass|Fertility Sensitivity}}) + 1))) round 2}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|Bird}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DuckMale east.png|Male duck facing east&lt;br /&gt;
DuckMale north.png|Male duck facing north&lt;br /&gt;
DuckMale south.png|Male duck facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DuckFemale east.png|Female duck facing east&lt;br /&gt;
DuckFemale north.png|Female duck facing north&lt;br /&gt;
DuckFemale south.png|Female duck facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;!-- Shares desicated chicken texture for decay--&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated chicken east.png|Dessicated facing east&lt;br /&gt;
Dessicated Chicken north.png|Dessicated facing north&lt;br /&gt;
Dessicated Chicken south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The RimWorld duck appears to be based on the [https://en.wikipedia.org/wiki/Mallard Mallard].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the base game.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Adjusted to be more similar to chicken as a part of a large livestock rebalance&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ducks can now spawn in cold bog and temperate swamp biomes. Previously, they were only available in events or from trade.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm animal]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heron_egg_(fert.)&amp;diff=174487</id>
		<title>Heron egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heron_egg_(fert.)&amp;diff=174487"/>
		<updated>2026-01-28T00:09:10Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: Added egg images, they use the same as the chicken&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Heron egg (fert.)&lt;br /&gt;
| image = Egg small a.png&lt;br /&gt;
| description = A fertilized heron egg. If all goes well, it should hatch into a baby heron. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggHeronFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (120, 222, 208)&lt;br /&gt;
| default color = (120, 222, 208)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Heron eggs''' are a type of [[Eggs|egg]] laid by female [[heron]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] heron eggs are laid, so all heron eggs are displayed &amp;quot;Heron egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg small a.png|One heron egg&lt;br /&gt;
Egg small b.png|Stack of heron eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=174486</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=174486"/>
		<updated>2026-01-28T00:04:50Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: remove check tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns with a body size equal to or less than the stopping power. A stopping power of 1 can stagger humans, as they have a body size of 1. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174485</id>
		<title>Ancient pipe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174485"/>
		<updated>2026-01-28T00:02:44Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: remove image wanted tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient pipe&lt;br /&gt;
| image = AncientPipes_MenuIcon.png&lt;br /&gt;
| description = A segment of old corroded piping.           &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1*1&lt;br /&gt;
| cover = &lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 40&lt;br /&gt;
| work to make = 50&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.6.4528&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient pipe''' are [[ruins]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174484</id>
		<title>Ancient pipe</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_pipe&amp;diff=174484"/>
		<updated>2026-01-28T00:02:25Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: added image... yes the image is called &amp;quot;pipes&amp;quot; instead of &amp;quot;pipe&amp;quot; in the files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Image wanted|reason=Sprite/s}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Ruins project]] - a standardized format is needed for these pages, and is in development. See that page for details}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient pipe&lt;br /&gt;
| image = AncientPipes_MenuIcon.png&lt;br /&gt;
| description = A segment of old corroded piping.           &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1*1&lt;br /&gt;
| cover = &lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = 40&lt;br /&gt;
| work to make = 50&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.6.4528&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient pipe''' are [[ruins]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:AncientPipes_MenuIcon.png&amp;diff=174483</id>
		<title>File:AncientPipes MenuIcon.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:AncientPipes_MenuIcon.png&amp;diff=174483"/>
		<updated>2026-01-28T00:01:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: {{Odyssey}}

The menu icon for Ancient Pipe, not to be confused with Ancient Pipes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
The menu icon for Ancient Pipe, not to be confused with Ancient Pipes.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=174482</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=174482"/>
		<updated>2026-01-27T23:57:09Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: check tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns. A stopping power of 1 can stagger humans and human-like [[mechanoid]]s. {{Check Tag|Clarify|Human-like?}} When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wasp_drone&amp;diff=174481</id>
		<title>Wasp drone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wasp_drone&amp;diff=174481"/>
		<updated>2026-01-27T23:56:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: human-like -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General plus also [[:Template: Pawn Attack Table]] if appropriate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Wasp drone&lt;br /&gt;
| image = WaspDrone_east.png&lt;br /&gt;
| description = A small drone used for defense and situation control. The drone injects a small amount of paralytic biotoxin, stunning organic targets. While designed to be non-lethal, wasps may occasionally kill their target by accident. Wasps are powered by a long-lasting battery.&lt;br /&gt;
| type = Drone&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| combatPower = 25&lt;br /&gt;
| movespeed = 5.8&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 5&lt;br /&gt;
| armorsharp = 25&lt;br /&gt;
| armorheat = 150&lt;br /&gt;
| psychic sensitivity = 0&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.25&lt;br /&gt;
| healthscale = 0.35&lt;br /&gt;
| lifespan = 2500&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = stab&lt;br /&gt;
| attack1cool = 2.4&lt;br /&gt;
| attack1part = stinger&lt;br /&gt;
| attack1stun = 3&lt;br /&gt;
| weaponTags = &lt;br /&gt;
}}&lt;br /&gt;
Hostile wasp drones are encountered in ancient structures such as man-made landmarks and quest sites. They are released as a group of three by a [[wasp trap]] when it detects a colonist in its line of sight and within a 20 tile distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Wasp drones do not occur on their own, they are always released by triggering wasp traps in structures built by the [[Ancients#Hostile Ancients|Hostile Ancients]] faction: [[Landmarks#Stockpile|underground stockpiles]], [[Landmarks#Man-made structures|man-made landmarks]], orbital platforms, satellites, and gravship quest sites.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Drones are similar to [[mechanoids]] in several ways - they avoid cover, do not drop equipment when destroyed, die when downed, and have 100% toxic environment resistance and 100% vacuum resistance. Unlike mechs, they are not entirely immune to flame and heat damage, but are non-flammable, and their corpses cannot be smelted.&lt;br /&gt;
&lt;br /&gt;
Upon detecting a human presence, wasp drones start flying and chase their target at a flying speed of 16.24 c/s.&amp;lt;!-- move speed 5.8 * flying speed factor 2.8 !--&amp;gt; Once in contact, they use their stinger to stun their victim, making them vulnerable to attack by other defense systems, such as [[hunter drone|hunter drones]] or [[ancient defender turret|ancient defender turrets]]. Wasp drones are able to fly in vacuum.&lt;br /&gt;
&lt;br /&gt;
Unlike hunter drones and sentry drones, wasp drones cannot open doors.&lt;br /&gt;
&lt;br /&gt;
When generated as part of a map, drones will be at least 200 years old{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
Psychic sensitivity of 0%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Wasp drones pose danger for a lone explorer or when other threats are present. They move fast, and while separate attacks cause little damage and bleeding, repeated stuns can make a pawn very vulnerable to enemy fire.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Drone body type not supported}}&lt;br /&gt;
{{Animal Health Table|Drone}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:WaspDrone_east.png|Facing east&lt;br /&gt;
File:WaspDrone_north.png|Facing north&lt;br /&gt;
File:WaspDrone_south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
[[Category: Drones]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=174480</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=174480"/>
		<updated>2026-01-27T23:51:33Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) What are the actual MTBs for breaks? how is frequency calculated? 2) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 3) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them. A few types of mental break, like catatonic breakdown or crisis of belief{{IdeologyIcon}}, do not cause mental state.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
Some mental states may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]]. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Tortured artist]] trait will have a constant mood debuff ({{--|8}}) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]], [[#Run wild|Run wild]] and [[#Catatonic breakdown|Catatonic breakdown]] breaks.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no, or reduced, consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.{{Check Tag|Clarification needed|Either links to a page re: what these refer to, or clarification here would be good}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* [[#Dark visions|Dark visions]]&lt;br /&gt;
* [[#Insane ramblings|Insane ramblings]]&lt;br /&gt;
* [[#Entity slayer|Entity slayer]]&lt;br /&gt;
* [[#Entity liberator|Entity liberator]]&lt;br /&gt;
* [[#Terrifying hallucinations|Terrifying hallucinations]]&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that if [[wake-up]] is available, the pawn will take it during their break down, extending it to its maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds, even if the pawn is incapable of talking. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times. &lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Teetotaler]] trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which case they may get a negative &amp;quot;used drug&amp;quot; moodlet dependent on the precept if they successfully act on the binge.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|2000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.{{Check Tag|Values?}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|1200}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humans are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any human pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|18000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=174479</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=174479"/>
		<updated>2026-01-27T23:51:21Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&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=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[Memes|meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The Gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 Grav Engine at a time.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events/Incidental&amp;diff=174478</id>
		<title>Events/Incidental</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events/Incidental&amp;diff=174478"/>
		<updated>2026-01-27T23:51:08Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Events}}&lt;br /&gt;
Incidental Events are those not triggered by the [[storyteller]]. Instead, these are results of other game mechanics. &lt;br /&gt;
&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== Good ==&lt;br /&gt;
Good Incidental events are generally positive or neutral in nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-IncidentalGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Incidental Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-IncidentalGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&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;
==== Legendary work ====&lt;br /&gt;
{{For|more details|Quality#Legendary items}}&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.&amp;lt;!-- The trigger of this is under the &amp;quot;helpfully&amp;quot; named Notify_PawnEvent function. There are 2 other sections of interest: StrangerInBlackJoin in Incidents_Map_Special.xml and the 3 mentions of StrangerInBlackJoin in Storytellers.xml--&amp;gt;&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 had 3 or more colonists{{Check Tag|Slaves or Temp?|Do slaves or temporsy colonists from quests or permits count?}} at any point, regardless of the current population at the time the event would be triggered. This event also has a cooldown of roughly 1 year.&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 [[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;
==== Masterwork ====&lt;br /&gt;
{{For|more details|Quality#How quality is determined}}&lt;br /&gt;
One of your colonists has produced an object of masterwork [[quality]].&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;
==== New recruit ====&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner. It also appears if a [[#Transport pod crash|transport pod crash]] victim chooses to join your faction.&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 human 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;
==== 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;
==== 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;
This event will only trigger within a season of the kidnapping. If 2 or more pawns are kidnapped the event is guaranteed and will trigger for only 1 of them as long as a [[orbital trade beacon]] with [[comms console]] is powered on the map.&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|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} [[harbinger tree|harbinger]],{{AnomalyIcon}} or [[archean tree]]s.{{OdysseyIcon}} 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;
==== 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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bad ==&lt;br /&gt;
Bad Incidental events are either negative or cautionary in nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-IncidentalBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Incidental Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-IncidentalBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&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;
==== 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;
&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;
==== 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;
[[Sickly]] pawns will get sick with a MTB of 30 days, independently of the rest of your colonists.&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;
[[File:Prison break.png|300px|thumb|right|Prison break]]&lt;br /&gt;
{{Template:Prison Break}}&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Faction ==&lt;br /&gt;
These events are related with changes with other factions, either relations or leadership.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-IncidentalFaction&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Faction Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-IncidentalFaction&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&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 [[#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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Informational Events ==&lt;br /&gt;
These events serve purely to give information about the game, and have no physical gameplay implications.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-IncidentalInfo&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Informational Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-IncidentalInfo&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
These events cover relationships changes between 2 pawns. Currently, all events relate to marital status.&lt;br /&gt;
&lt;br /&gt;
[[Creepjoiner]]s {{AnomalyIcon}} are not able to romance ordinary pawns, but they can romance another creepjoiner, or form relationships to pawns with the [[Psychic bonding]] gene,{{BiotechIcon}} such as [[Highmates]].{{BiotechIcon}} {{Check Tag|verify|Confirmed for leathery man. Is this relevant for other types of creepjoiners? Can be overridden with psychic bond}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-IncidentalSocial&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Social Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-IncidentalSocial&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;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;
==== 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;
==== 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;
==== 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#Gatherings|mood buff]] to the newlyweds (&amp;quot;Got married to &amp;lt;name&amp;gt;&amp;quot;), and {{+|20}} to attendees (&amp;quot;Attended wedding&amp;quot;). &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;
&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_Creepjoiners.png|'''Marriage ceremony between two creepjoiners. Other pawns from the colony are participating.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
==== Rejected proposal ====&lt;br /&gt;
After two characters [[#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;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&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/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&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>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=174477</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=174477"/>
		<updated>2026-01-27T23:50:57Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=This guide is outdated on some sections, lacking new content on others, focuses too much on specific scenarios without really giving general advice. It's also too long. It should be helpful, easy to understand and navigate for newer players. See Discussion for a detailed commentary}}&lt;br /&gt;
{{Image wanted|reason=New images are needed for mechanoids added in Biotech}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
Getting attacked, whether by tribals, pirates, hordes of angry animals or by something more alien is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
&lt;br /&gt;
This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
&lt;br /&gt;
= Core battle tactics =&lt;br /&gt;
&lt;br /&gt;
No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
&lt;br /&gt;
=== Melee tactics ===&lt;br /&gt;
&lt;br /&gt;
Melee soldiers are a useful asset in your colonies if used correctly. They can disrupt ranged enemies because being engaged in melee interrupts and prevents ranged attacks and staggers the enemy, thus slowing movement. Ranged enemies are also forced to fight back with makeshift melee attacks with their guns, which are woefully inadequate against a dedicated brawler.&lt;br /&gt;
&lt;br /&gt;
In addition, melee soldiers can fend off invading brawlers charging into your lines or beat up drop podding enemies.&lt;br /&gt;
&lt;br /&gt;
[[Shield belt]]s and good armor are usually necessary for your colonists to close the gap between you and the enemy. Melee attackers without the protection of shields are highly vulnerable to gunfire, even if one is heavily armored. Before battle, hide your melee attackers until all enemy melee attackers are engaged in battle, or put them in line in front of your gunners for quick deployment and damage absorption.&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue in hand-to-hand combat as you can easily hit your own fighters. While it is still a bearable problem if their shields are up, you will need to manually retarget to prevent friendly fire once the shields are down.&lt;br /&gt;
&lt;br /&gt;
==== Melee sortie ====&lt;br /&gt;
&lt;br /&gt;
This tactic involves using a small element of melee colonists to charge enemy ranged attackers and take the heat off your own gunners.&lt;br /&gt;
&lt;br /&gt;
Can be used to take down annoying long-ranged snipers or small gunner groups. Note that charging at entrenched ranged attackers can also divert their attention from your own entrenched forces to your charging brawlers.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
&lt;br /&gt;
Melee rushing is the tactic of sending your melee attackers to engage hostiles all at once, rather than focusing on shooting them down or sending small parties to take down troublesome enemies.&lt;br /&gt;
&lt;br /&gt;
Melee rushes can work alone, especially with quality equipment; well-equipped melee rushes can hold off an attack and cause raiders to flee despite being slightly outnumbered. They also attract a great deal of friendly fire from the enemy as they try to shoot down your brawlers, hitting their allies in the process.&lt;br /&gt;
&lt;br /&gt;
If you aren't afraid of friendly fire, it can be combined with a firing squad from a distance for devastating effects. The brawlers cause chaos within the raiding party while the firing squad lays fire to destroy them, utilizing the fact that the raiders are trying to cope with your brawlers.&lt;br /&gt;
&lt;br /&gt;
Note that enemy melee rushes are not to be countered by your own melee rush; there is a [[#Melee blocking|much more effective tactic]] detailed below.&lt;br /&gt;
&lt;br /&gt;
==== Peeling ====&lt;br /&gt;
&lt;br /&gt;
If a vulnerable gunner is under attack by melee attackers, you can 'peel' them away using your brawlers. Have them engage the melee attackers, who will then focus on your brawlers, allowing your gunner to get to relative safety. &lt;br /&gt;
 &lt;br /&gt;
Trained animals automatically peel for their assigned masters, if 'Release animals' is Off. The animals will attack any hostiles coming close rather than straying off to attack distant targets. &amp;lt;br&amp;gt;&lt;br /&gt;
Setting 'Release animals' to On right when another colonist in distress near the trainer causes the animals to swarm the attacker, peeling them off.&lt;br /&gt;
&lt;br /&gt;
Peeling is a relatively high-risk activity, as you are trying to put a pawn at risk in return for allowing a pawn at greater risk to escape. Peeling pawns should be expendable or decently armored.&lt;br /&gt;
&lt;br /&gt;
==== Self-defense ====&lt;br /&gt;
&lt;br /&gt;
Even though they aren't as good as dedicated melee weapons, guns still hurt in melee combat, even surpassing some low-quality melee weapons. This allows shooters to have a fighting chance against melee enemies. &lt;br /&gt;
&lt;br /&gt;
Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death.&lt;br /&gt;
&lt;br /&gt;
Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner.&lt;br /&gt;
&lt;br /&gt;
=== Body blocking ===&lt;br /&gt;
&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
&lt;br /&gt;
Enemies can be physically blocked by colonists or animals, denying them access to locations. This can be done to a significant tactical advantage.&lt;br /&gt;
&lt;br /&gt;
Heavily armored soldiers are needed to body block active combatants, as they will take a lot of hits while blocking, and even so they will eventually collapse due to sustained damage. They should also be able to deal good damage at point-blank.&lt;br /&gt;
&lt;br /&gt;
Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below.&lt;br /&gt;
&lt;br /&gt;
You can avoid heavily injured pawns just by invisibilizing your pawns continuously, they will still be blocking enemy drafted pawns in hallways but can't get retargeted. But you have to pay attention, a freshly invisible pawn does not lose the aggro of enemies. As an example, if your pawn gets in the door and get targeted by an enemy equipped with a doomsday, the doomsday will be shot at the invisible pawn, there are some ways of breaking the targeting process such as loss of vision, and any kinds of jumps or teleportation.&lt;br /&gt;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
When faced with a full melee attack, instead of engaging enemies on the frontline, '''retreat behind your walls, and open doors to use as chokepoints'''. Leave up to '''three''' melee brawlers standing right behind (not in) the chokepoint to block enemies while cutting them down, stationing more nearby as replacements, and gunners behind to fire on the blocked intruders. This forces melee enemies to trickle in and fight with your soldiers one-by-one, making them significantly easier to dispatch. Make sure all brawlers are heavily armored to block damage, and shielded to block friendly fire.&lt;br /&gt;
&lt;br /&gt;
This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. If you use [[killbox]]es then it's best that you build it in a way such that melee blocking attacks can be conducted effectively inside.&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. &lt;br /&gt;
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. &lt;br /&gt;
*Miniguns, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls.&lt;br /&gt;
* Grenades may also be used and can be incredibly effective at stacked melee groups trying to enter through a chokepoint, but should be ground-targeted rather than freely targeted by the pawn, to avoid grenading your own melee blockers.  Grenades can land anywhere within 1 tile of the targeted tile, so place your ground target 1 tile further away to avoid accidentally grenading your own forces or blowing up the walls that are enabling you to melee block.  Like [[minigun]]s, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
&lt;br /&gt;
Stray bullets will harm your tanks if the shooter is standing more then five squares behind them; that means it is not a good idea to use long-range fire when charging or Melee. &lt;br /&gt;
&lt;br /&gt;
Combined with measures to force enemies into close range, it may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up.&lt;br /&gt;
&lt;br /&gt;
===== Animal melee blocking =====&lt;br /&gt;
Animals can be used as a form of melee blocking by creating a zone for just the single tile immediately in front of the chokepoint or door and assigning a bunch of animals to it.  The animals prevent hostile attackers from traversing through that space, and the animals will generally counter-attack en masse anything that attacks them.  This often results in substantial injury or death to animals, of course, so ensure the animals used are expendable (ie. not bonded or otherwise critical to the colony), and don't use explosive animals like Boomalopes or Boomrats.  This is most effective against non-human threats such as manhunter packs and insectoids.&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:Melee_test_eleplants_normal.png|10 manhunter elephants vs 3 armored brawlers and 4 armored gunners; all colonists are downed while all elephants remain standing.&lt;br /&gt;
File:Melee_test_eleplants_block.png|Same situation but with melee blocking; only 1 colonist downed, and all elephants defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spacing out ===&lt;br /&gt;
&lt;br /&gt;
Each colonist should ideally stand '''at least 1 tile away from other colonists''', thus reducing the chance of enemy bullets hitting somebody else after missing the original target, which deals a lot of damage to static grouped up defenders.&lt;br /&gt;
&lt;br /&gt;
Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with rockets ===&lt;br /&gt;
&lt;br /&gt;
Rocket launchers are painful to deal with, due to the huge area damage and long range. In the mid-late game they are one of the biggest threats from the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
The best way to deal with them is to distract them to fire elsewhere, in order to greatly reduce the amount of damage received.&lt;br /&gt;
&lt;br /&gt;
Raiders with rocket launchers are often seen in the backline preparing their rockets, while their allies lay down fire at the front. They get distracted quite easily, wasting them on animals or lone colonists. This can be exploited simply by '''charging them with single units''', which will cause them to fire it towards them and away from the rest of your forces. They may fire at point-blank, injuring themselves and their comrades, or with some luck in positioning and fast melee units, you can even intercept them before they can lock on with their rocket launcher, forcing them into hand-to-hand combat and eventually yielding the launcher which can be captured for future use.&lt;br /&gt;
&lt;br /&gt;
This is a high-risk but necessary move to take, and some pawns may need to be sacrificed.&lt;br /&gt;
&lt;br /&gt;
For successful distraction, you have to make your charging units the only available targets for them to consider attacking. If they have a better target with less possible friendly fire, they may attack them instead. To combat this, have all your other units, including animals, stay completely out of range until the rocket launchers have been neutralized.&lt;br /&gt;
&lt;br /&gt;
==== Psychic insanity lance ====&lt;br /&gt;
&lt;br /&gt;
Using a [[psychic insanity lance]] on a raider will cause their allies to waste rockets on them. Often, this gets rid of all of the rockets in a raid, and also causes a lot of damage. Psychic lances can generally be used from relative safety, due to their extensive range (though they do require line-of-sight to the target), and have a relatively low cost. Targeting the most durable raider will help make sure as many rockets are wasted as possible.&lt;br /&gt;
&lt;br /&gt;
==== Shielded unit deployment ====&lt;br /&gt;
&lt;br /&gt;
Deploy brawlers equipped with [[shield belt]]s and heavy armor, letting the shields block the blast as well as some fire. There are two variations of this:&lt;br /&gt;
#Move in a zigzag pattern in front of the enemy to draw their attention, and dodge the rockets when they are discharged.&lt;br /&gt;
#Directly charge into the fray with your shielded fighters, such that any rockets fired at them will likely hit other enemies as well.&lt;br /&gt;
&lt;br /&gt;
Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire.&lt;br /&gt;
&lt;br /&gt;
==== Expendable animal charge ====&lt;br /&gt;
&lt;br /&gt;
Have animals that are both expendable and fast charge the enemy, rocket soldiers included. It's especially good if the animals can survive a rocket blast, as it allows them to continue distracting any further rockets.&lt;br /&gt;
&lt;br /&gt;
For multiple rocket launchers, send animals in batches, such as by assigning animals to different handlers and setting them to attack at different times, to prevent them from being wiped out by a single blast.&lt;br /&gt;
&lt;br /&gt;
While they do not need to be obedience- or release-trained, as you can use animal area zones to force them into areas, doing so is less effective as animals have a delay before moving into their assigned zones and may be very far away.&lt;br /&gt;
&lt;br /&gt;
==== Friendly fire with rockets ====&lt;br /&gt;
&lt;br /&gt;
Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists.&lt;br /&gt;
&lt;br /&gt;
You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket traveling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
&lt;br /&gt;
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright.&lt;br /&gt;
&lt;br /&gt;
==== Killbox tactics ====&lt;br /&gt;
&lt;br /&gt;
Rockets are much more dangerous in a killbox where colonists and turrets are closely bunched together. If you're unlucky, a rocket will set off turret explosions, causing additional damage. Rocketeers are a priority target that need to be rapidly eliminated as soon as they enter.&lt;br /&gt;
&lt;br /&gt;
However, killboxes do provide 2 crucial advantages: range restriction and concentrated fire. This allows you to direct concentrated fire onto the rocketeers to neutralize them rapidly.&lt;br /&gt;
&lt;br /&gt;
=== Rescue ===&lt;br /&gt;
&lt;br /&gt;
When a colonist is downed or severely injured, it's best to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. &lt;br /&gt;
&lt;br /&gt;
Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, ensuring that there are no melee enemy nearby that could tie up the rescuer, and use your best-protected colonists. Don't allow anyone near at other times as they may draw fire. Consider drugging your rescue team with [[go-juice]] if the pawn you are rescuing is under heavy fire, as this will both increase the rescuer's speed and improve their pain resistance, making them less likely to be downed. Using a [[jump pack]] {{RoyaltyIcon}} to rapidly jump in and pull them out of combat, with the i-frames incurred during jumping, makes this significantly faster and safer for both rescuer and rescuee. [[Locust armor]] {{RoyaltyIcon}} can be substituted at the cost of armor, but ideally should be paired with a [[shield belt]] to make up it. At high qualities, for the short duration of exposure, a shield belt can be superior as it prevents all damage, including that which would slow the pawn or reduce medical skills.&lt;br /&gt;
&lt;br /&gt;
Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment.  Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructed after each event.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire management ===&lt;br /&gt;
&lt;br /&gt;
Friendly fire is a serious issue when facing close-range attackers, especially manhunter packs. If they manage to run past your barrage of gunfire to engage your ranged soldiers, they may receive more injuries from friendly fire in the ensuing chaos than the attackers themselves. You need to be careful when directing your troops so you don't hit your own forces by accident.&lt;br /&gt;
&lt;br /&gt;
Pawns can fire over the shoulders of friendlies up to 2 tiles (i.e. 1-tile space in between) away, meaning that you can have a 3-wide row of soldiers without friendly fire, which is not recommended.&lt;br /&gt;
&lt;br /&gt;
# When the enemy breaks the ranks, only let the soldiers closest to melee attackers fire at them. &lt;br /&gt;
#*Manually re-target the others to fire at another direction, repositioning them if needed. &lt;br /&gt;
# Disable 'Fire at will' when the enemies are closing in so they won't switch targets, potentially causing friendly fire.&lt;br /&gt;
# Have only 1 line of shooters so stray bullets, including bullets fired horizontally at melee attackers, will less likely hit someone.&lt;br /&gt;
&lt;br /&gt;
=== Firing at cover ===&lt;br /&gt;
&lt;br /&gt;
While cover works best against attacks coming straight, it's usually better to fire straight at the target instead of from an angle. If you fire straight at it, only 1 unit of cover will be effective, but if you shoot at a diagonal angle, 2 units of cover will be effective, both being capable of blocking shots, in total contributing to higher cover effectiveness.&lt;br /&gt;
&lt;br /&gt;
However, if you can get to the point where you're almost firing horizontally at the raiders, then cover becomes nearly ineffective at protecting the raider, allowing many more shots to connect. This often requires you get out of your own cover, so it's not recommended unless you can find suitable cover nearby. &lt;br /&gt;
&lt;br /&gt;
For skilled medium-long range shooters it's best to shoot from a great angle to hit them from the sides. &amp;lt;br&amp;gt;&lt;br /&gt;
However for not-so-good or short ranged shooters it's better to directly fire at them instead as the extra distance will make it harder to land hits, or cause the raider to exit firing range.&lt;br /&gt;
&lt;br /&gt;
This also works for your pawns: in [[killbox]], it's better to place cover at angle to increase it's effectiveness, while raiders can't benefit from angle due to lack of cover. &amp;quot;[[Cover|Wall + Sandbag]]&amp;quot; combination will have higher than 75% effectiveness at ''just right'' angle (≈83-96.75%).&lt;br /&gt;
&lt;br /&gt;
'''The below shows the difference firing angle makes on the hit chance of a pawn hiding behind cover.''' Cover values are from Alpha 16, but the mechanics remains unchanged.&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:Fire_cover_straight.png|Firing straight at a raider in cover; 1 stone chunk blocks 40%.&lt;br /&gt;
File:Fire_cover_angled1.png|Firing at an angle; 2 stone chunks block 48% total.&lt;br /&gt;
&amp;lt;/gallery&amp;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:Fire_cover_angled2.png|Firing at a greater angle; 2 stone chunks block 37% total.&lt;br /&gt;
File:Fire_cover_angled3.png|Firing almost horizontally; 1 granite chunk blocks 8% only.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mobile warfare ==&lt;br /&gt;
&lt;br /&gt;
=== Flanking and surrounding ===&lt;br /&gt;
&lt;br /&gt;
To flank enemies, have some defenders approach enemies from the sides or the back instead of concentrating fire on the front. To surround them, attack from all sides.&lt;br /&gt;
&lt;br /&gt;
Enemy ranged units often stay in the same spot when engaging your colonists, and they tend to have effective cover facing one direction only, making them vulnerable to flanking. Flanking enemy ranged units can distract them and cause them to lose their cover advantage with attacks coming from multiple sides. While this makes you lose the advantage of high-quality cover, it is balanced out by the enemy's loss of cover.&lt;br /&gt;
&lt;br /&gt;
This works best against entrenched ranged enemies attacking you from one side. They should be occupied with attacking frontal targets so you can creep up to them to unload lead on them from another angle. It's even better if you pair with melee to tie them up, buying time for your soldiers to get into position and preventing them from moving into new positions.&lt;br /&gt;
&lt;br /&gt;
Rounding up any fleeing survivors also becomes easier if you have someone (especially melee fighters) blocking off escapes from behind.&lt;br /&gt;
&lt;br /&gt;
==== Moving in ====&lt;br /&gt;
&lt;br /&gt;
While moving in you need to make sure you stay far enough away from enemies, and directly right-clicking on the destination will nearly always result in a path that crosses with the enemy.&lt;br /&gt;
&lt;br /&gt;
This can be overcome by '''shift-clicking to form a path for the pawn to follow''', making sure to keep sufficient distance.&lt;br /&gt;
&lt;br /&gt;
Shield belts, drawing enemy fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in.&lt;br /&gt;
&lt;br /&gt;
==== Wide arc flank ====&lt;br /&gt;
&lt;br /&gt;
This tactic is about scattering your fighters in a wide arc facing your enemies. Rather than huddling together behind continuous lines of cover such as lines of stone chunks, each soldier should be taking cover on their own, and be able to shoot straight at the enemy without anyone else in between.&lt;br /&gt;
&lt;br /&gt;
This gives more flexibility in positioning as well as greatly reduced vulnerability against explosives or collateral damage. Engaging your flankers also results in enemy fire being scattered, so focus fire won't take down anyone easily.&lt;br /&gt;
&lt;br /&gt;
You can deploy shielded colonists to draw fire effectively from your gunners, though they need to be arranged carefully so as to be able to tank without taking friendly fire.&lt;br /&gt;
&lt;br /&gt;
Perfect against preparation raids or in-construction siege camps when you can't use your static cover and they won't directly attack your base upon arrival. However if the enemy has a significant cover advantage (such as sandbags) then this tactic may not work out in your favor.&lt;br /&gt;
&lt;br /&gt;
==== Close-quarter flanking ====&lt;br /&gt;
This strategy takes advantage of terrain or existing walls scattered on the map. Send a small detachment of shooters and brawlers behind these structures before the enemy move in. Ideally these structures should be near your main combat line, forming an &amp;quot;L&amp;quot; shape to prevent the enemy from surrounding your detachment. Shotguns are great weapons to use in this ambush, as you will have a lot of opportunities to fight in close quarter.&lt;br /&gt;
&lt;br /&gt;
Try to take a few shots as the enemy move pass your position. If they attack your detachment, retreat behind cover to direct them to the main force. Any enemy that follow will be isolated and can be eliminated. Don't forget to manage your main force in the meantime.&lt;br /&gt;
&lt;br /&gt;
After the enemy force has passed, emerge from cover to attack them from behind. If your formation made an &amp;quot;L&amp;quot;, the enemy should have started fighting your main force at this point. Pick off the stragglers from the back and work your way to the front. Try to emerge as soon as possible to force the enemy to close combat, but not so soon that you draw attention of their main force. Try to keep the detachment together to avoid being surrounded.&lt;br /&gt;
&lt;br /&gt;
This strategy allows you to avoid friendly fire to brawlers by letting them fight from the back of the enemy instead of the front. It also allows you to use more shotguns in combat. As chain shotgun has the highest DPS of all guns, combined with the accuracy from shooting in close range, your ambushers are likely to deal way more damage than your main shooters shooting from far away. The downside is that this is much harder to manage than conventional strategies. You will have to constantly switch back and forth between your forces to monitor and respond to any suprise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Close-quarter flanking1.png|Initial position of the flanking maneuver, the detachment is hidden from the enemy&lt;br /&gt;
Close-quarter flanking2.png|Colonists take shots at the enemy from cover&lt;br /&gt;
Close-quarter flanking3.png|When attacked, the detachment retreats behind the wall&lt;br /&gt;
Close-quarter flanking4.png|After the enemy has engaged with the main force, attack them from behind&lt;br /&gt;
Close-quarter flanking5.png|The enemy is fleeing&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tanking ===&lt;br /&gt;
&lt;br /&gt;
This tactic simply requires you put your shielded colonists before your static gunners to partially soak up gunfire. This is best when you have insufficient cover, or additional cover to block more bullets for your frontline tanks.&lt;br /&gt;
&lt;br /&gt;
As with any tactic involving meat shields, this poses a great risk to colonists' lives. If the colonists' shields are downed and they are not well-armored, you will have to get them to retreat behind cover until their shields come back online, otherwise your colonist will be exposed to ruthless gunfire.&lt;br /&gt;
&lt;br /&gt;
Beware of high damage-per-hit weapons which can instantly down shields.&lt;br /&gt;
&lt;br /&gt;
=== Hit and run ===&lt;br /&gt;
Against slow or static targets you can employ this to weaken them. You will need several fast-moving long-ranged colonists, possibly with [[charge lance]]s or [[bolt-action rifle]]s. Have them move within range to fire, quickly exiting range once the enemy returns fire. Repeat until conditions are no longer safe to conduct this attack, such as enemies entering full aggression and charging.&lt;br /&gt;
&lt;br /&gt;
Effective against siege camps and preparing raiders for they tend to stay put at their location until they are aggravated into attacking.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
This tactic is effective when all or the most dangerous enemies are slow [[moving]].&lt;br /&gt;
&lt;br /&gt;
Ideally, you have fast colonists - 120%+ [[Moving]] - running near moving enemies, drawing their attention. Constantly outrun the enemy while staying within their attention range. If not, the enemy will engage other targets instead. This way, kiters can distract a group of enemies by leading them around the map. Other colonists can fire at the kited enemies. And if the kiting colonist is fast enough, they can take a few potshots (once they are far enough).&lt;br /&gt;
&lt;br /&gt;
As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own.  Even with a regular speed colonist, kiting can be beneficial, as it gives valuable time for your ranged colonists to shoot.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest - e.g. the [[assault rifle]] or [[bolt-action rifle]]. A fast moderate-range weapon (e.g. [[machine pistol]]) may be used against melee enemies, but is riskier. Slow weapons such as sniper rifles are not recommended, as the need to stand still for extended periods puts soldiers in grave danger.&lt;br /&gt;
&lt;br /&gt;
Kiting colonists should be lightly armored while still maintaining a fast speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Optimal scenario shown - all raiders are lured to 1 colonist. Ideally you have &amp;gt;1 colonist faster than the enemy. '''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Black circle is the ideal kiting route, when your kiter is fast enough. Red lines can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot&lt;br /&gt;
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Baiting ===&lt;br /&gt;
&lt;br /&gt;
Faster, more well-protected colonists can be used to lead enemies into traps or ambushes. This is for situations when you have defenses concentrated in one direction, but the enemy comes from another.&lt;br /&gt;
&lt;br /&gt;
[[File:Bait tables 2.jpg|300px|thumb|right|Setting the bait furniture on fire only hastened this raider's demise.]]&lt;br /&gt;
&lt;br /&gt;
Cheap furniture also makes good bait. Raiders will smash any player-built furniture left out in the open, such as tables or wooden stools. This can be helpful to split them up or lure them into range of your defenders' weapons.&lt;br /&gt;
&lt;br /&gt;
=== Luring in ===&lt;br /&gt;
&lt;br /&gt;
Enemies can be lured closer to your base by keeping your colonists out of sight, then swarming out to attack once they draw closer to your base. Afterwards they will switch to engage your defenders.&lt;br /&gt;
&lt;br /&gt;
This can be used to negate the range advantage of enemies. It also works well with melee blocking to lure enemies into trying to jam themselves into your chokepoints, rather than beating up your base.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
The animals on the map, tamed or not, can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release.&lt;br /&gt;
&lt;br /&gt;
There are many animals that are good for this purpose. Main tactics are take quality vs take quantity.&lt;br /&gt;
* Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame and very hard to keep a big amount. Replenish losses for a long time (especially Thrumbos). Due to smaller amounts, in case of big raid, they can block only few gunners and will sooner be downed by others.&lt;br /&gt;
* [[Warg]]s and [[bear]]s offer a good balance of DPS, breedability and feasible number to keep (can eat bodies of raiders). Better block large number of gunners.&lt;br /&gt;
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.&lt;br /&gt;
* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choice for meat attack, while barkskins for tanking. Use separately: clawers are faster than barkskins, and barkskins will not perform their main duty.&lt;br /&gt;
&lt;br /&gt;
Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Strategic zoning ====&lt;br /&gt;
Raiders take their sweet time to exterminate any trace of your tamed animals on the map. This can be exploited to your advantage, as long as you're willing to have a few animals valiantly sacrifice themselves.&lt;br /&gt;
&lt;br /&gt;
*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead.&lt;br /&gt;
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. &lt;br /&gt;
*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone.  This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again.  Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile.&lt;br /&gt;
**'''Aggressive zoning''':  Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&lt;br /&gt;
&lt;br /&gt;
**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster.&lt;br /&gt;
***This is vulnerable to AoE weaponry so increase the area of the zone to make it that animals don't get too tightly together, if the enemy has explosives.&lt;br /&gt;
&lt;br /&gt;
==== Aggravating animals ====&lt;br /&gt;
If you have any easily enraged wild animals ([[emu]]s, [[thrumbo]]s, etc) standing near the enemy, you can shoot them to anger them and make them charge at the enemy. &lt;br /&gt;
&lt;br /&gt;
You can also opt to enrage an animal then have a fast colonist (&amp;gt;130% Moving) lead it towards the enemy. Some enemies will stop and engage the animal, potentially causing it to switch targets. For quite the obvious reasons it's best to equip a shield belt on the kiting colonist if he isn't the one enraging the animal.&lt;br /&gt;
&lt;br /&gt;
For this, larger animals are best due to their high health and damage. A thrumbo can be considered a godsend in a raid; just send 1 straight into the raider hordes, and let 'er rip. &amp;lt;br&amp;gt;&lt;br /&gt;
Smaller animals are faster and hard to hit, making them decent distraction and causing a hefty amount of friendly fire among the enemy as well.&lt;br /&gt;
&lt;br /&gt;
Remember, if you can down the animal easily with colonists, so can the raiders.&lt;br /&gt;
&lt;br /&gt;
Similarly to this, a [[Manhunter]] pulse on a flock of wild (or tamed but not trained) animals can wreak havoc on raiders, just make sure that your own pawns are too far away to be targeted. It may make sense to have some fenced-in pastures at the edge of the map for this very purpose.&lt;br /&gt;
&lt;br /&gt;
=== Meat shield ===&lt;br /&gt;
The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release.&lt;br /&gt;
&lt;br /&gt;
Slaves with shield belts are also a good sponge for bullets. New meat shields can be obtained from survived and enslaved raiders.&lt;br /&gt;
&lt;br /&gt;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat human enemies''' if you are significantly outnumbered.&lt;br /&gt;
&lt;br /&gt;
Instead of engaging them right away, let enemies scatter around the base first. After they scatter widely apart, divide and conquer, using large groups of soldiers to overcome them with ease, while others are busy demolishing other parts of your base.&lt;br /&gt;
&lt;br /&gt;
Remember to patch up the base after the damage done. Coolers are especially tricky as they serve as weak points and are expensive.&lt;br /&gt;
&lt;br /&gt;
=== Outside help ===&lt;br /&gt;
&lt;br /&gt;
If the [[AI Storytellers|storyteller]] is feeling somewhat merciful, outside help may come to save the day.&lt;br /&gt;
&lt;br /&gt;
Don't count on this however, as these rarely happen on their own, and most of the time you still need to fend off the raiders yourself.&lt;br /&gt;
&lt;br /&gt;
==== Friendly reinforcements ====&lt;br /&gt;
&lt;br /&gt;
Occasionally while hostiles are on the map, a friendly military caravan will come to bolster your defenses. The threats may also coincide with friendly trade caravans, visitors or passersby, who will help to engage a common enemy. &lt;br /&gt;
&lt;br /&gt;
This requires you be already allied with some factions, so that they will send help of meaningful value; otherwise they may just send a few people who will quickly get downed and serve no purpose other than distraction.&lt;br /&gt;
&lt;br /&gt;
Besides actual assistance, traders may also come with around 550 - 1000 points, enough to hold their own against a smaller raid. This allows you to have decent fire support around half the time, simply by calling in 1 trade caravan once every day (assuming alliances with all 4 non-pirate factions). It costs goodwill (or silver pre-0.19) but allows you to trade, as well.&lt;br /&gt;
&lt;br /&gt;
You may also call for additional help from allied outlanders at a cost of -20 goodwill (tribals are unable to send help due to technological limitations). This can be repaired by diplomatic gifts, or rescuing and treating downed friendlies.&lt;br /&gt;
&lt;br /&gt;
==== Common enemy ====&lt;br /&gt;
&lt;br /&gt;
If mechanoids, manhunters or another enemy faction show up, raiders may stop to engage them. This causes losses to both groups of enemies, making it easier to pick off the stragglers. Being concurrently raided by two different enemies at once is more common during the ship reactor start-up phase, making it slightly easier to survive the onslaught.&lt;br /&gt;
&lt;br /&gt;
If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above.&lt;br /&gt;
&lt;br /&gt;
Using the [[psychic animal pulser]] or the Manhunter Pulse psychic ability is essentially invoking this tactic, but you need to be very careful when using it.&lt;br /&gt;
&lt;br /&gt;
==== Environmental hazards ====&lt;br /&gt;
&lt;br /&gt;
Very rarely, when unable to put up a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation.&lt;br /&gt;
&lt;br /&gt;
Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia.png|'''Siege flees from Toxic fallout and hypothermia.'''&lt;br /&gt;
File:Siege flee from Toxic fallout and hypothermia 2.png|'''Free prisoners in bulk.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Humanoid assaults =&lt;br /&gt;
== Raiders ==&lt;br /&gt;
&amp;quot;Raiders&amp;quot; come in a wide variety of sub-types, and with a surprising variety of tactics. But they all need to be explained the error of their ways...&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
[[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered [[turrets]]. They will attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
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They usually set fire to crops in [[growing zone]]s, [[power]] generators, [[power conduit]]s, and other [[production]] buildings. They will melee attack furniture, doors and walls. They will also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
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Raiders will prioritize firing on [[colonists]] or [[turrets]] that are actively engaging in the fight, but will otherwise attack random objects.&lt;br /&gt;
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If human raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}} to {{ticks|38000}} after the raid begins, while sappers will give up between {{ticks|33000}} to {{ticks|38000}} after they begin the attack.&lt;br /&gt;
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=== Preparation ===&lt;br /&gt;
Human raiders will sometimes start by standing around in a group where they spawned and will continue this until they lose a certain amount of raiders or they hit a certain preparation time limit, at which point they begin the assault. When a colonist is close to the raiders they will attack the colonist.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Raiders spawn with randomized equipment determined by their &amp;quot;pawn kind&amp;quot;. While the budget for &amp;quot;purchasing&amp;quot; each individual of the different pawn kind is determined by the [[storyteller]] and the current [[raid points]] value, the equipment itself is decided by the weapon and clothing budgets and type restrictions of the pawn kind. More information on the pawn kinds can be seen in the Pawns sections on each [[faction]]s' page.&lt;br /&gt;
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==== Apparel ====&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[flak vest]]s to full sets of [[marine armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &lt;br /&gt;
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[[Tribals]] always come in [[tribalwear]], with some in [[war mask]]s or [[veil]]s. Some later game come with [[plate armor]] as well. &lt;br /&gt;
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In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat.&lt;br /&gt;
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They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]].&lt;br /&gt;
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While mid-late game pirates usually come with normal quality flak and marine armor providing around 100% sharp armor, with quality apparel you can push yours to have more than 130%, even without masterworks or legendaries, giving you the upper hand.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
For most factions, skills are assigned at random, meaning that raiders are not always given weapon appropriate for their skills; skilled shooters can be randomly equipped with melee weapons and melee pawns equipped with guns. So if you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.&lt;br /&gt;
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[[Tribals]] usually come equipped with primitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.&lt;br /&gt;
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[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.&lt;br /&gt;
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However, some classes of raider always come with the same weapon or same category of weapon. For example, [[Raider#Mercenary_sniper|mercenary snipers]] always use [[sniper rifle]]s, [[Raider#Mercenary_grenadiers|grenadiers]] always wield either [[frag grenades]] or [[molotov cocktails]], and tribal archers of all types always use [[neolithic]] ranged weaponry.&lt;br /&gt;
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==== Drugs ====&lt;br /&gt;
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Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose.&lt;br /&gt;
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These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily.&lt;br /&gt;
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*[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. &lt;br /&gt;
**It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take.&lt;br /&gt;
*[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part&lt;br /&gt;
**It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible.&lt;br /&gt;
*[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain.&lt;br /&gt;
**It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot.&lt;br /&gt;
**Although it is possible to farm this drug by addicting raiders to it and release them, the next time they come they will bring some with them.&lt;br /&gt;
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=== Sieges ===&lt;br /&gt;
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During a [[Raider#Siege|siege]], raiders go to a location outside your base, receive materials via drop pod and will proceed to build a simple mortar camp. The mortar camp will generally have 2 mortars and sandbags as cover. The sandbags need not cover the mortars, nor will they necessarily face your base.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Siege_base_construct.png|Siege camp under construction.&lt;br /&gt;
File:Siege_base_finished.png|Finished siege camp. Note that sieges always come with 2 mortars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
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In most cases it's better to attack the siege camp as the raiders will continuously siege the colony even if you're in hiding, and most likely you will eventually need to face off against the raiders yourself.&lt;br /&gt;
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==== Camp assault ====&lt;br /&gt;
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If you assault their camp, one possibility is sniping the raiders, prompting them to assault your colony directly instead of continuing their siege once you down several of them. Defeating them early enough will result in most of their items remaining intact, which you can take for yourself. &amp;lt;br&amp;gt;&lt;br /&gt;
Another alternative is to snipe the mortars, hoping an explosion will take out many raiders, but keep in mind that for those you will need to either send someone dangerously close to enemy fire, or draw all attention to one side to allow flankers to snipe and detonate them.&lt;br /&gt;
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Unlike most defensive situations, this time they will have the advantage of good cover on their side. You will have to find suitable cover, such as stone chunks, which you can fire from.&lt;br /&gt;
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Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
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They are vulnerable to flanking if they haven't finished their sandbags or left a side uncovered. However, once all cover is completed, flanking is less of an effective solution.&lt;br /&gt;
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==== Early interception ====&lt;br /&gt;
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The best time to attack them is when they've just started building their camp. At this time their resources would have arrived.&lt;br /&gt;
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Attacking them at this time forces them to use stone chunks just like you do, instead of having the superior sandbags on their side. Their mortars won't be ready as well.&lt;br /&gt;
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'''Attack only when their resources have arrived''', otherwise they will flee and not send any resources, which you could've stolen had you attacked later.&lt;br /&gt;
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==== Hit-and-run ====&lt;br /&gt;
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An effective tactic to lure sieging raiders out is to conduct hit-and-run attacks against them. Taking down someone usually causes them to give up on sieges and directly attack, making them lose their cover advantage.&lt;br /&gt;
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==== Countering with mortars ====&lt;br /&gt;
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If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes.  It's best to wait for the raiders to arrive at their siege encampment location so leading the target isn't required.&lt;br /&gt;
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[[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright.  Waiting for their supplies to be dropped gives you the possibility of causing their own mortar shells to explode on them causing significant additional damage.&lt;br /&gt;
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[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however.&lt;br /&gt;
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[[EMP shell]]s can stun the mortars, preventing them from firing. It is perhaps better used as a support weapon while your defenders assault the camps, to reduce the damage done to your base.&lt;br /&gt;
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==== Sneak attack ====&lt;br /&gt;
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If you don't have the strength to attack directly, you can wait for them to sleep at night, then use the opportunity to set your colonists into position for a sneak attack. &lt;br /&gt;
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Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
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# Get within range and throw a coordinated barrage of [[frag grenades]] at the enemy, blowing the defenseless raiders to bits.&lt;br /&gt;
# Go very close (no more than 3 tiles) then unload your guns on the exposed raiders. Nearly every bullet will connect, dealing heavy amounts of damage upfront.&lt;br /&gt;
# 1 well-aimed [[doomsday rocket launcher]] can end the siege easily. While also effective at day, it is much safer to approach at night, and the raiders will also be more tightly packed.&lt;br /&gt;
# Send brawlers straight in, beating up dangerous enemies like rocketeers first. &lt;br /&gt;
# Steal their supplies and wait for them to send more. Free food and mortar shells!&lt;br /&gt;
# Scatter chemfuel canisters around the camp, pick up shells and survival meals. Retreat. Load one incendiary round into your mortar. Do one shoot, enjoy the popcorn.&lt;br /&gt;
# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses.&lt;br /&gt;
#* Lighting the mortars on fire allows them to be destroyed with ease.&lt;br /&gt;
#* Surround the camp with fire. Upon waking up, they will put forward their futile efforts in controlling the raging sea of fire around them, eventually giving up and attacking.&lt;br /&gt;
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==== Deep tunneling ====&lt;br /&gt;
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Mortars cannot hit anything that is under an overhead mountain. This makes deep mining a effective defensive strategy against heavy bombardment. If you don't build your base into a mountain, you may at least consider digging out at least one panic room for non-combatants to hide within from the shells while others head out for the assault.&lt;br /&gt;
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==== Firefoam shell jamming ====&lt;br /&gt;
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[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
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An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs.&lt;br /&gt;
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===Summon Fleshbeasts===&lt;br /&gt;
The [[Psychic_rituals#Draw_fleshbeasts|Draw Fleshbeasts]] psychic ritual can be an effective way of dealing with sieges. The ritual only takes 2 hours to complete, costs a trivial amount of [[Bioferrite]], and the resulting fleshbeasts generally pop out directly on top of hostiles on the map. Surviving Fleshbeasts are preferable to mop up compared to the damage caused by explosive shells landing in your hospital or storage rooms.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Shielded melee charges ===&lt;br /&gt;
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[[File:Melee_charge_edge.png|240px|thumb|right|Full melee charge at the edge of the map, with everyone shielded and equipped with melee weapons.]]&lt;br /&gt;
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Pirates, Outlanders or Imperials can come with all-melee charges, with most enemies wearing [[shield belt]]s. This can prove a threat to ranged-reliant defenses as they charge towards the colonists directly with their shield belts blocking large amounts of damage. &amp;lt;br&amp;gt;&lt;br /&gt;
While they are vulnerable when their shields are down, many can still reach your colonists and engage them in melee combat.&lt;br /&gt;
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==== Melee blocking ====&lt;br /&gt;
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things.&lt;br /&gt;
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Shields don't stand a chance against concentrated fire poured down a narrow entrance.  Using [[Grenades|EMP Grenades]] or [[EMP launcher|EMP Launchers]] can entirely disable the enemy shields, making mowing them down much easier, but ensure you don't accidentally short out the shields of your own melee blockers.  It's best to order the grenadier or launcher wielder to attack a specific ground point rather than letting them freely select their target, as they may try to grenade a target right next to your own melee blockers.  Both grenades and launchers can deviate by up to 1 tile in any direction from the targeted square, so take that into account when selecting your aiming point.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Sniper party ===&lt;br /&gt;
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Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
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The danger comes in that if you engage them conventionally, you may need to exit your quality cover, removing your cover advantage.&lt;br /&gt;
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Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
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==== Luring in ====&lt;br /&gt;
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Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage.&lt;br /&gt;
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==== Killbox ====&lt;br /&gt;
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A well-designed killbox can entirely negate any advantage that sniper parties field.  Critical to that is ensuring that line of sight is entirely blocked for incoming attackers until they are in range of your own forces, preventing them from being able to take cover once inside the killbox, and using sandbags to force them to walk (slowly) while already under concentrated fire without being able to return fire.&lt;br /&gt;
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=== Heavy explosives assault ===&lt;br /&gt;
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Enemies may come in mainly equipped with area damage weapons, such as rocket launchers, grenades and miniguns. This can cause serious damage to your base, your colonists, and the raiders themselves.&lt;br /&gt;
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The main danger, as always, is from the rockets. The ideal method is to [[#Distracting rockets|distract]] them from the main defending force, not only reducing damage taken by friendly forces, but also increasing friendly fire the enemy takes. The fact that so many of the raiders have rocket launchers means that friendly fire can be so serious that the raiders will decide to retreat to cut losses by friendly fire alone.&lt;br /&gt;
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Due to the wide use of explosives, cover is less useful; you would benefit more from flexibility in positioning rather than protection from cover. Space out your defenders, preferably far from your base structures, while giving them enough space to move around to evade attacks.&lt;br /&gt;
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==== Distraction ====&lt;br /&gt;
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If you have many tamed animals, you can zone them near the raiders, who will be distracted to fire at the animals with rockets. Enemies are much more likely to receive friendly fire when firing towards your animals right next to them.&lt;br /&gt;
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==== Grenadiers ====&lt;br /&gt;
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Besides rocketeers, many of the enemies will also be grenadiers, which are short-ranged and are thus vulnerable to fire from a distance. Once the rockets have been taken care of, you can shoot them down with concentrated fire quite easily. Make sure to dodge the grenades if they do close in.&lt;br /&gt;
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==== All-in melee charge ====&lt;br /&gt;
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You can go hardcore and send in all your shielded brawlers to go straight at the enemy rocketeers. Gunners should stay out of range of rockets until all rockets launchers have been used.&lt;br /&gt;
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This is especially effective when '''they come in to chase a refugee''', leaving you enough time to position your brawlers deep into the enemy. &amp;lt;br&amp;gt;&lt;br /&gt;
At any rate, expect losses this way due to the concentrated explosions.&lt;br /&gt;
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=== Base flank ===&lt;br /&gt;
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Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
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To adequately defend against this sort of attack, you may need to split up your own defenders and fight several battles at once, thus increasing the difficulty of managing the battle.&lt;br /&gt;
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Each of the individual groups will flee on their accord.&lt;br /&gt;
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==== Divide and conquer ====&lt;br /&gt;
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If the enemy decides to prepare before attacking, you can afford to send out a larger attack party to eliminate the groups one-by-one.&lt;br /&gt;
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=== [[Sappers]] ===&lt;br /&gt;
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Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc.&lt;br /&gt;
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In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including bases with killboxes.&lt;br /&gt;
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Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack.&lt;br /&gt;
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==== Turret funneling ====&lt;br /&gt;
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It is possible to funnel sappers with unpowered turrets, since sappers will avoid entering turret radius. Note that this doesn't appear to work to funnel sappers into killboxes.&lt;br /&gt;
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==== Early interception ====&lt;br /&gt;
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With enough manpower, you can choose to intercept them while they're tunneling into your base. They tend not to use cover when doing so, so you can catch them by surprise. Once your defenders intercept them, they will turn to engage you.&lt;br /&gt;
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==== Rocket counterattack ====&lt;br /&gt;
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The [[doomsday rocket launcher]] is your best bet against sappers, if they aren't a full melee charge. Since they are bunched closely together, a single well-placed rocket can blow up most of the attacking party, causing the rest to flee in panic. If they have rocket launchers, they may drop them on death, so you may actually end up with more rockets than you started with.&lt;br /&gt;
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If you are the one using the rockets, you have the advantage of being able to fire first. Aim it at a spot where the enemy is likely to be bunched up. If you're quick you can defeat the enemy before they can even fire back at you, ensuring victory.&lt;br /&gt;
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Rocketeers should be behind your best cover so they can survive long enough to fire. Your other colonists should be closer to the enemy to draw fire, but out of the rocket's path lest it hits your colonists instead.&lt;br /&gt;
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==== Mountain bases ====&lt;br /&gt;
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If you're in a mountain base you can draft a few melee pawns to wait at the entrance, as well as a few ranged pawns facing the entrance to fire down the tunnel. When they do break in you will already have prepared to face the raiders and can pour a stream of lead right into their face or cut them into pieces.&lt;br /&gt;
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In a mountain base, since they take longer to mine through the rock, you may try placing an [[IED trap]] right behind the wall that a sapper is trying to tunnel through, to catch them by surprise with an explosive blast. This is especially effective if it's placed right on the other side of a loose [[stone chunk]] (easily found in tunnels), which will slow down any enemies stepping over it enough that they won't be able to retreat in time.&lt;br /&gt;
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==== Aftermath ====&lt;br /&gt;
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Remember to cover up any tunnels or gaps in your defenses as they open up an opportunity for raiders to come straight into your base. You may fortify it and turn it into a booby-trapped chokepoint to catch unsuspecting raiders seeking direct entry.&lt;br /&gt;
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=== Drop pod attacks ===&lt;br /&gt;
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Sometimes pirates or mechanoids will come in drop pods. If they land at the edges, they can be treated as a normal raid party, unless you have expanded to the edges, in which they will land inside your base.  &amp;lt;br&amp;gt;&lt;br /&gt;
To defend against this, have a second line of defenses inside your base so you can deny the drop-podders easy entry into your base.&lt;br /&gt;
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The main danger comes in landing right in the center of your base. Capable enemies not using alternative strategies such as sieges or sappers have a 10% chance of doing so.&lt;br /&gt;
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Once they choose to land there, things will get ugly. By landing in the middle, they bypass most of your conventional defenses, and you can't use your cover advantage against them. They will also break through constructed roofs on their way down, landing right inside rooms and buildings. This can put not only your colonists, but your stockpiles in grave danger, as well, especially if they land near your volatile [[mortar shell]]s or [[chemfuel]] stores, or [[Battery|batteries]]. &lt;br /&gt;
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Fortunately for you, they have a short delay ({{ticks|520}}to be exact) before they open and all hell breaks loose. They also come in smaller numbers than regular raids.&lt;br /&gt;
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Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
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==== Strategy ====&lt;br /&gt;
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Once you see them land, you should immediately decide what strategy will you use: attack immediately or wait and let them break furniture or steal things. In case of immediate attack, draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help.&lt;br /&gt;
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Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers.&lt;br /&gt;
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If you decided to wait, draft your soldiers and put them near (but not close) to the drop area and wait. When raiders face no resistance, they will immediately start breaking furniture, put fire (sometimes turning the room they landed into gas chamber) and later will decide to steal some things (including furniture that can be moved), take it and flee. Let them do it, and when they take items and go, attack. While fleeing, they will not resist, making it much safer to kill all of them and return stolen back to the storage. Works best when raiders landed inside the locked room.&lt;br /&gt;
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Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up.&lt;br /&gt;
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==== Cover ====&lt;br /&gt;
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You should use your furniture or wall corners as cover and fire from behind them. You can also have 2 colonists hiding behind each doorway for full cover. Toggle the doors to be held open, otherwise they can't fire. Be careful as enemies will also utilise cover as well; to combat this, attack from multiple angles or use melee fighters.&lt;br /&gt;
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Spread out colonists so they don't take collateral damage, even if it may mean some will fire out of cover. Keep heavily armored colonists up front and lightly armored colonists at the back.&lt;br /&gt;
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Colonists with high construction skill can relocate furniture quickly; use this to your advantage by creating cover for yourself and removing it from enemies.&lt;br /&gt;
&lt;br /&gt;
If you have larger bases, you can build indoor defensive positions along crucial corridors, but take care not to let the enemy use them. Stone [[shelf|shelves]] are an option as they are durable, non-flammable and beauty-neutral.&lt;br /&gt;
&lt;br /&gt;
==== Fire management ====&lt;br /&gt;
&lt;br /&gt;
As most furniture is flammable, you will need to extinguish any fires if you want to prevent damage. One option is to reinstall and trigger a firefoam popper inside, which also fireproofs the room, preventing any further fires.&lt;br /&gt;
&lt;br /&gt;
If you prioritize the defeat of the raiders over the loss of your property, and the walls of the room are fireproof, you can simply let fires burn, or even start some more, while you evacuate the room and shut the doors, cooking the raiders alive. Watch out for fire and heat spreading to nearby rooms, and put out fires immediately once the raiders are well done. &amp;lt;br&amp;gt;&lt;br /&gt;
Not effective against mechanoids as they aren't affected by temperature and cannot be set on fire.&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
High-DPS or melee weapons work best to deal with drop pod attacks. &amp;lt;br&amp;gt;&lt;br /&gt;
Mid-range weapons are also good for clearing out larger rooms. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-ranged weapons are less effective due to their low damage output and the confined nature of indoor spaces rendering their superior range unnecessary.&lt;br /&gt;
&lt;br /&gt;
Explosive, incendiary or area denial weapons are excellent at room-clearing, but are not recommended except in dire situations due to heavy collateral damage.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tribal_raid.png|300px|thumb|right|Group of tribal fighters.]]&lt;br /&gt;
&lt;br /&gt;
Tribal raiders come with relatively poor equipment, instead relying on sheer numbers for power. Their neolithic weapons can dish out heavy damage despite their low technology level. They are also adept at combat, with many being acquainted to some combat skill or another. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different strategies may be required, compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
==== Tribal fighters ====&lt;br /&gt;
&lt;br /&gt;
They can take more of a beating compared to other poorly armored enemies as some of the clothing items they wear gives them increased endurance against pain, but when compared with other decently armored enemies they are easier to kill individually as their clothing doesn't provide much protection overall.&lt;br /&gt;
&lt;br /&gt;
Their archers or hunters can fire their bows from a somewhat long distance, sometimes forcing you out of cover to fire your shorter ranged weapons at them.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors or berserkers don't use shields (unlike their pirate counterpart, the mercenary slasher), making them vulnerable to gunfire.&lt;br /&gt;
&lt;br /&gt;
You should watch out for the pila wielded by heavy archers, as well as berserkers.&lt;br /&gt;
*Despite the short range and slow fire rate, pila are incredibly deadly if they land, capable of killing or incapacitating unprotected colonists with a lucky shot to the heart, spine or limbs.&lt;br /&gt;
*Berserkers carry excellent melee weapons that dish out incredible amounts of damage once they get close.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
You will need sufficient mid-long range firepower to take down tribal archers from a distance, for getting close to them in order to fire your guns is pretty much suicide. Long-ranged weapons beyond 32 tiles can effectively hit archers at maximum range, matching or outranging them.&lt;br /&gt;
&lt;br /&gt;
Close-mid ranged weapons with high stopping power are good for taking down tribespeople that come too close to your defenders, but they alone cannot defeat tribals effectively just by staying in static cover.&lt;br /&gt;
&lt;br /&gt;
Crowd control helps greatly in defeating tribal raids. &lt;br /&gt;
&lt;br /&gt;
*The [[Minigun]] is extremely effective as it can easily mow down the densely packed groups of tribal invaders.&lt;br /&gt;
*All explosive weapons are devastating on tribals.&lt;br /&gt;
**Rocket launchers deal heavy damage while being reasonably accurate.&lt;br /&gt;
**[[High-explosive shell]]s can pulverize a sizable group of tribals at once if they manage to hit.&lt;br /&gt;
**Grenades are less effective as you have to risk a colonist or two in order to get in range.&lt;br /&gt;
*Incendiary weapons are good at getting pesky archers out of cover for your colonists to hit.&lt;br /&gt;
&lt;br /&gt;
=== Empire raids ===&lt;br /&gt;
&lt;br /&gt;
Added in the new [[Royalty DLC]], the Empire is capable of sending powerful troops to assault your base. Unlike Outlanders, Tribals, or Pirates, one major advantage they have is that their skills are matched with the weapon they use- melee Champions will actually be good at melee, while Troopers, Janissaries or Cataphracts all have excellent ranged performance. &lt;br /&gt;
&lt;br /&gt;
Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly.&lt;br /&gt;
&lt;br /&gt;
This can, however, be turned to your advantage through the use of [[Psycasts]] introduced in the Royalty DLC.  Using Berserk or Berserk Pulse on the most dangerous of the hostile army can cause them to turn their powerful weapons towards murdering (and being murdered by) their allies rather than your colonists.  Note that Berserk Pulse can affect pawns immediately on the other side of a wall by casting the ability on a tile adjacent to a wall, allowing the ability to function as a defense against sappers or groups moving through constrained areas (such as a narrow snaking corridor leading to your killbox).&lt;br /&gt;
&lt;br /&gt;
== Caravan ambushes ==&lt;br /&gt;
&lt;br /&gt;
Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans.&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
&lt;br /&gt;
In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles.&lt;br /&gt;
&lt;br /&gt;
If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason.&lt;br /&gt;
&lt;br /&gt;
If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers.&lt;br /&gt;
&lt;br /&gt;
=== Ambush site ===&lt;br /&gt;
&lt;br /&gt;
The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl.&lt;br /&gt;
&lt;br /&gt;
Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
&lt;br /&gt;
=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Improvised defensive position against ambushes, making the best of what is there. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most  from trees and such. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]]&lt;br /&gt;
&lt;br /&gt;
If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles where the enemy is coming at you. You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, use what is available, e.g. stone chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers, to negate any dangerous ranged threats; [[shield belt]]s help them traverse the short distance to engage.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important.&lt;br /&gt;
&lt;br /&gt;
*High-DPS weapons are optimal for dealing with ambushes.&lt;br /&gt;
*Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush.&lt;br /&gt;
*[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one.&lt;br /&gt;
*Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort.&lt;br /&gt;
&lt;br /&gt;
==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
&lt;br /&gt;
[[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
&lt;br /&gt;
= Manhunters =&lt;br /&gt;
Animals, singly or in groups, may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humans or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door.  Note that this includes colony animals.  Manhunters can and will navigate through doors opened by colony animals, and will attack the door for a while if the door closes in front of them). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results.&lt;br /&gt;
&lt;br /&gt;
=== Animal categories ===&lt;br /&gt;
Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows:&lt;br /&gt;
&lt;br /&gt;
# In terms of speed:&lt;br /&gt;
#*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking.&lt;br /&gt;
#*Fast: Animals that are faster than most colonists.&lt;br /&gt;
# In terms of other properties:&lt;br /&gt;
#*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics.  These types, however, can trigger a chain reaction, as the explosion from one animal can kill others, causing further explosions and potentially further deaths.&lt;br /&gt;
&lt;br /&gt;
=== Occurrence ===&lt;br /&gt;
&lt;br /&gt;
Mad animals can strike your colony in several ways.&lt;br /&gt;
&lt;br /&gt;
#Singular mad animals may randomly attack.&lt;br /&gt;
#Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[Scaria]].&lt;br /&gt;
#Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists.&lt;br /&gt;
#In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
 &lt;br /&gt;
As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another.&lt;br /&gt;
&lt;br /&gt;
When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
&lt;br /&gt;
=== Animals vs. Animals ===&lt;br /&gt;
&lt;br /&gt;
One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen.  As with melee blocking in general, even non-Release-trained animals can be used for defense by confining them to a single tile zone at the exit of your killbox, causing them to both body-block and attack any hostile animals that try to enter through it while your colonists shoot at them.&lt;br /&gt;
&lt;br /&gt;
=== Hit-and-run ===&lt;br /&gt;
&lt;br /&gt;
A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. &amp;lt;br&amp;gt;&lt;br /&gt;
You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill.&lt;br /&gt;
&lt;br /&gt;
This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks.&lt;br /&gt;
&lt;br /&gt;
=== Kiting ===&lt;br /&gt;
&lt;br /&gt;
Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
&lt;br /&gt;
If you have good shooters that are fast (moving &amp;gt;140%), you can easily kite the faster animals. &amp;lt;br&amp;gt;&lt;br /&gt;
The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. &lt;br /&gt;
&lt;br /&gt;
It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more.&lt;br /&gt;
&lt;br /&gt;
=== Waiting it out ===&lt;br /&gt;
&lt;br /&gt;
If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls.&lt;br /&gt;
&lt;br /&gt;
Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them.&lt;br /&gt;
&lt;br /&gt;
They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door.&lt;br /&gt;
&lt;br /&gt;
=== Scavenging dead animals ===&lt;br /&gt;
&lt;br /&gt;
Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away.  Note that animals with [[Scaria]] from the manhunter pack events have a high chance of instantly rotting on death and thus being unharvestable for meat or fur/hide.&lt;br /&gt;
&lt;br /&gt;
= Mechanoids =&lt;br /&gt;
{{stub|reason=Needs new Mechanoid types and Mechanoid cluster events from Biotech and Royalty}}&lt;br /&gt;
&lt;br /&gt;
Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage.&lt;br /&gt;
&lt;br /&gt;
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together.&lt;br /&gt;
&lt;br /&gt;
Unlike human raiders, they do not flee, meaning that all of them have to be taken out to neutralize the threat. They do not actively use cover, either.&lt;br /&gt;
&lt;br /&gt;
=== General strategy ===&lt;br /&gt;
&lt;br /&gt;
Ranged mechanoids have a long attack range (at least 27 tiles), making them troublesome to deal with. A way to deal with this is to [[#Luring in|lure them into close range]].&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to EMP damage, which can stun them, rendering them hunks of helpless metal. This can open a window of opportunity where you safely engage at close range, or even with melee. After each use of EMP, mechanoids will adapt to it, becoming immune to further stuns for a short while, so you will need to carefully time assaults and disengage when the mechanoids are about to reactivate.&lt;br /&gt;
&lt;br /&gt;
=== Scythers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Scyther|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS.&lt;br /&gt;
&lt;br /&gt;
The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. A stunned scyther standing in the chokepoint will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage.&lt;br /&gt;
&lt;br /&gt;
=== Lancers ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Lancer|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option.&lt;br /&gt;
&lt;br /&gt;
They are vulnerable in melee combat, so melee rushing supported by close-range firepower can be used to take them down. Their low health makes taking them down relatively quick despite their light armor, though their damage in melee combat should not be underestimated, and concentrated fire from charge lances can make short work of shields.&lt;br /&gt;
&lt;br /&gt;
If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Centipede|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed.&lt;br /&gt;
&lt;br /&gt;
Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
&lt;br /&gt;
The Inferno cannon is annoying to deal with and should be your priority target. Keep watch on your colonists at all times and always send them back into cover after they get hit.&lt;br /&gt;
&lt;br /&gt;
Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers, while inferno cannon can cause the brawlers to ignite and run, allowing the previously locked down centipedes to fire. Ideally, all nearby centipedes must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them.&lt;br /&gt;
&lt;br /&gt;
=== Pikemen ===&lt;br /&gt;
&lt;br /&gt;
[[{{Q|Pikeman|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]].&lt;br /&gt;
&lt;br /&gt;
They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range.&lt;br /&gt;
&lt;br /&gt;
As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire. Swarming them with trained animals is also a viable strategy if you lack multiple skilled melee pawns or need them elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Termites ===&lt;br /&gt;
[[{{Q|Termite|Image}}||100px|right]]&lt;br /&gt;
&lt;br /&gt;
Spawning only in mechanoid breach raids, the [[termite]] is a dedicated anti-structure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able to destroy a three tile wide section of any [[wall]] weaker than [[plasteel]] in three shots or less. Against pawns, however, it is significantly less effective with lower damage, {{AP}}, and {{DPS}} than even the lowly [[short bow]].&lt;br /&gt;
&lt;br /&gt;
Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However, killing them should be prioritized after [[scyther]]s, since they will destroy your pawn's [[cover]], exposing your pawns to danger from the termites much more directly dangerous companions.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
Mechanoids are also part of crashed ship events. In 1.1 they drop alongside the ship in pods, while in 1.0 or earlier they swarm out when the ship is damaged.&lt;br /&gt;
&lt;br /&gt;
The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
&lt;br /&gt;
Psychic parts will reduce mood and occasionally drive nearby animals mad, while defoliator parts (aka. poison ship parts in 1.0) will kill nearby plants and cause serious losses to pastures or crops. You cannot deconstruct the part, only destroy it.&lt;br /&gt;
&lt;br /&gt;
Since they won't attack until triggered, you have some time to prepare. However, the longer you take, the worse it gets. If the defoliator ship part lands on the opposite side of your base at a map border, it is possible to leave it there, as they will also react to incoming raids and you may as well solve two problems at once. Not the same for the psychic version though.&lt;br /&gt;
&lt;br /&gt;
If they land between your plantations, you will need to place firefoam poppers and trigger them before combat to prevent fires; the foam will persist until it rains, but then if it is rainy, you won't need the poppers. You may also want to keep a few untriggered poppers nearby to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Defense behavior ====&lt;br /&gt;
&lt;br /&gt;
Mechanoids are triggered immediately when the part is damaged, or something is built within a three-tile radius. They may also be triggered by the Firefoam popper explosion. &lt;br /&gt;
&lt;br /&gt;
Upon triggering, scythers will immediately charge to attack, while lancers, centipedes and pikemen may instead sit in place and attempt to shoot interlopers, only moving to get within range.&lt;br /&gt;
&lt;br /&gt;
Afterwards, they will guard the ship part, engaging any hostiles that come close, and chasing them over short distances. They will return to the part if targets stray too far away from the ship.&lt;br /&gt;
&lt;br /&gt;
In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
&lt;br /&gt;
==== Long-range engagement ====&lt;br /&gt;
&lt;br /&gt;
In the current version, it is better to trigger the mechanoids from a distance, rather than fighting way up close. This is necessary such that you can weaken the scythers with concentrated fire before they reach melee engagement range, as well as give you more time to defeat the lancers before the centipedes move within range. Scythers are especially dangerous as they come in swarms and can quickly overwhelm your gunners, as well as overpower your melee brawlers unless you outnumber or outarm them.&lt;br /&gt;
&lt;br /&gt;
You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part.&lt;br /&gt;
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists.&lt;br /&gt;
*Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards.  Mortars may also destroy the ship part itself, which both ends the threat and prevents the mechanoids from disengaging from an attack and returning to guard it (though this can be either good or bad depending on the state of your defenses).&lt;br /&gt;
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
&lt;br /&gt;
Due to the mechanoids spawning very close together, area of effect or crowd control weapons are punishing against them:&lt;br /&gt;
*The [[minigun]] is a powerful weapon here:&lt;br /&gt;
**It can make short work of the bunched-up mechanoids, then shred the ship part using its unparalleled raw DPS.&lt;br /&gt;
**Its already high DPS is further amplified when attacking centipedes as their large size makes it easier to land shots.&lt;br /&gt;
**Its long range allows you to attack from a safer distance.&lt;br /&gt;
*EMP mortar blasts are able to stun a large number of mechanoids caught in its blast. As the ship part blocks EMP pulses, fire several at once to hit all enemies with a single volley.&lt;br /&gt;
*Explosive weapons are useful for dealing damage, but keep in mind that the ship part will block the explosion. They do extra damage to the ship part.&lt;br /&gt;
&lt;br /&gt;
Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
&lt;br /&gt;
The [[orbital power beam targeter]] is the ultimate weapon against crashed ships. All you need to do is to aim the beam directly on the ship, and the beam will melt both the ship and its surrounding mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Construction ====&lt;br /&gt;
&lt;br /&gt;
{{main|Defense structures#Crashed ships}}&lt;br /&gt;
&lt;br /&gt;
Construction is an important part of defeating the mechanoids in a crashed ship. Usually it is best if you can prepare ample cover, such as sandbags or walls, to shoot from.&lt;br /&gt;
&lt;br /&gt;
Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
&lt;br /&gt;
If done properly, [[IED trap]]s can be used to weaken a mechanoid swarm. Don't build too many or you will vaporize the mechanoid corpses, which can be deconstructed for resources.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
If you already have ample static defenses, like killboxes, and you want to lure the mechanoids in, you will need to make the mechanoids abandon the ship by destroying it from a long distance.&lt;br /&gt;
&lt;br /&gt;
Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
&lt;br /&gt;
==== Hit-and-run (1.1) ====&lt;br /&gt;
&lt;br /&gt;
Their behavior change in 1.1 makes them vulnerable to hit-and-run tactics. After taking care of the scythers, you are able to chip away at the mechanoids slowly by shooting with sniper rifles at maximum range. If all pikemen are taken out then you are able to safely engage without fear of returning fire.&lt;br /&gt;
&lt;br /&gt;
==== Zoning animals ====&lt;br /&gt;
&lt;br /&gt;
When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid breach raids ===&lt;br /&gt;
Mechanoid of the breach raids will not ever walk through the kill box as you wanted them to, instead they will blast walls down and head straight for your base.{{Check Tag|Detail Needed|What item do they target/path to?}}&lt;br /&gt;
&lt;br /&gt;
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[termite]] from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This gives you time to prepare a defense behind that section of wall.&lt;br /&gt;
&lt;br /&gt;
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun.&lt;br /&gt;
&lt;br /&gt;
= Infestations =&lt;br /&gt;
&lt;br /&gt;
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
'''If you don't destroy them fast enough, they can reproduce, giving rise to even more hives and insects'''. This is especially true if you happen to have forgotten about a [[hive]], which given time can build itself into a giant mega-hive.&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
&lt;br /&gt;
Insects have a hive mindset; they will remain tending to their hive cluster, until they see an intruder, in which case they begin to engage all at once. They may also attack random furniture and structures in your colony.&lt;br /&gt;
&lt;br /&gt;
=== Fighting infestations ===&lt;br /&gt;
&lt;br /&gt;
The enclosed nature of mountain bases give colonists little distance to shoot from; thus, you may want some melee fighters to pair up with any ranged colonists.&lt;br /&gt;
&lt;br /&gt;
Individual fighters will quickly get overwhelmed by the insects especially against large [[megaspider]]s, so you shouldn't trickle your defensive forces in; rather, send them all at once to overpower the insects.&lt;br /&gt;
&lt;br /&gt;
=== Melee blocking ===&lt;br /&gt;
&lt;br /&gt;
If there is a single choke point for the insects to get into your base (usually a door leading to a corridor), usage of this tactic allows you to defeat insects efficiently. You may even stand a chance against massive infestations if for some reason fire isn't viable, but don't get cocky. If the infestation is large you will  need to bring backup tanks to replace the initial melee blocker if he or she gets downed or heavily injured.&lt;br /&gt;
&lt;br /&gt;
Choke points can arise on their own from insects digging out; simply wait for them to tunnel through and massacre them once they exit.&lt;br /&gt;
&lt;br /&gt;
This tactic is only viable if you have enough soldiers with ''substantial'' armor as insects inflict heavy sharp damage and will obliterate everybody not sufficiently protected.&lt;br /&gt;
&lt;br /&gt;
=== Using fire ===&lt;br /&gt;
&lt;br /&gt;
Fire is an effective way to clear early-mid stage infestations. If they spawn in an enclosed area with a door and plenty of flammables, all you need to do is to toss a molotov or shoot an [[incendiary launcher]] bolt into the room. The room will quickly catch fire, causing the temperature to rise fast, roasting the insects in it along with the hives.&lt;br /&gt;
&lt;br /&gt;
The downside of this approach is that it makes it impossible to farm any insect meat or jelly from the infestation, because it will all burn, and it is usually too hot inside the spawn room to manually extinguish the fires to save the goods (unless there is a way to quickly vent the heat, which is usually not feasible to set up).&lt;br /&gt;
&lt;br /&gt;
If there is a dedicated place in your base for infestations to spawn (see ''baiting'' below), it helps to have a few cheap wooden furniture items in that room, and maybe a few tiles of wooden floor.  A great source of additional flammable material are tainted clothing items and desiccated animal bodies.  Dusters and parkas have a lot of hitpoints, so they burn longer.  These items are easy to get into the burn room simply by creating a stockpile with appropriate settings.  A 3x3 stockpile should be more than enough to create enough heat to clear out any infestation.  The fire created will usually last several hours, which is more than enough time to kill everything in the spawn room.&lt;br /&gt;
&lt;br /&gt;
Separating the actual spawn room from the burn room with a wooden door makes it very easy for your colonists to start the fire without the insects attacking.  The heat will spread into the spawn room regardless (and burn the wooden door).&lt;br /&gt;
&lt;br /&gt;
Having a few flammable structures, such as cheap furniture) in the room is important, because the insects are stupid enough to attack these first when enraged from the fire, wasting time — instead of digging out of this trap.&lt;br /&gt;
&lt;br /&gt;
It is possible to reach the temperature maximum of 2000 degrees celsius this way.  Check the temperature in the spawn room before stepping in with any colonists, because they will very quickly collapse from heat stroke and possibly catch fire and die at these ludicrous temperatures.&lt;br /&gt;
&lt;br /&gt;
The insects will rush for the exit of the burn room in a panic when they realize what is happening to them, and will quickly attempt to dig out to escape, so make sure the exit door is made of rock which is durable and nonflammable.&lt;br /&gt;
&lt;br /&gt;
If there aren't any flammables around, you can still shoot the hives with fire weaponry. They will light aflame, along with the fuel puddles created on the ground.&lt;br /&gt;
&lt;br /&gt;
As any items inside the room are likely to catch fire and be destroyed, this tactic is not recommended in a place with many valuables such as warehouses. Also be careful with the heat spreading to nearby rooms.&lt;br /&gt;
&lt;br /&gt;
==== Heat stroke ====&lt;br /&gt;
By using a colonist to manually throw molotovs at the ground, either inside the bug room itself or in an adjacent room with an open doorway, you can maintain the temperature of the insect room between 150C and 200C, slowly knocking them unconscious and killing through heatstroke. As long as the temperature does not rise above 200C, the bugs will not get burn injuries, and therefore will not become aggressive. Have your colonist throw the molotovs through an open doorway in order to protect the colonist from the heat. When doing this, take care not to hit anything directly with the molotovs, as the fires created will anger the insects and set flammable objects on fire.&lt;br /&gt;
&lt;br /&gt;
It is important to note when doing this to make sure that all bugs are significantly above the serious heat stroke threshhold (60%) before you move in, otherwise the temperature will start falling when you stop throwing molotovs and they may recover and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
&lt;br /&gt;
Explosives are useful against large infestations. The [[Triple rocket launcher]] can raze infestations instantly. A single use [[Doomsday rocket launcher]] will deal massive damage over a large area. [[Frag grenades]] are unlimited and work well if you have the courage to send someone to close range. One blast can get several insects. &amp;lt;br&amp;gt;&lt;br /&gt;
Explosive animals ([[boomalope]]s or [[boomrat]]s) are also effective at clearing out infestations. Have them march straight into the hive by zoning them there. When the insects attack, the animals will be injured and explode, setting the insects and hives on fire.&lt;br /&gt;
&lt;br /&gt;
Mortars are useless against the hives themselves as they can't hit anything below an overhead mountain. However they are an option when fighting the insects in open space, with the explosions capable of severely injuring the insects, taking out the smaller ones in 1-2 hits.&lt;br /&gt;
&lt;br /&gt;
=== Late-stage infestations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;500px&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:Infestation_ancient_shrine.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you've accidentally left a hive or two behind or totally ignored an infestation, after a few seasons you will have a giant hive community sprawling. This is '''extremely''' hard to treat, especially if you're low on colonists.&lt;br /&gt;
&lt;br /&gt;
If you're still on early-midgame, it's generally recommended that you pack up and run. If not, however, you will have to deal with them slowly. You need to lure the insects out, then defeat them to buy time for others to enter and destroy the hives. Kiting is a possibility due to their slower speeds, provided they continue to chase down your colonists.&lt;br /&gt;
&lt;br /&gt;
Explosives are recommended as they deal immense damage to the closely packed hives and insects. This is especially so with the doomsday rocket launcher, which can set entire infestations on fire, destroying the hives and severely weakening the insects.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
&lt;br /&gt;
If you only have a few tiles of Overhead Mountain then it's best that you fill it up with walls to prevent any infestations from happening. If you are in a mountain base, then you will need to do more than that.&lt;br /&gt;
&lt;br /&gt;
==== Baiting ====&lt;br /&gt;
&lt;br /&gt;
You can mine out rooms a distance away from your colony to somehow control insects to nest there, instead of letting them spawn right in the middle of your base. Place some cheap flammable furniture inside to confuse the insects into thinking it's a prospective nesting spot, as well as to light on fire for a quick solution to an infestation problem. You may even use wooden walls or columns, which in a large enough room will cause a roof collapse and crush insects after being destroyed.&lt;br /&gt;
&lt;br /&gt;
A well-lit base discourages insects from nesting, though it can still happen. If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced.&lt;br /&gt;
&lt;br /&gt;
If you want the insect trap to automatically kill insects, put an [[IED incendiary trap]] inside the room, next to the flammables. Once an infestation spawns the insects will trigger the trap, lighting the room on fire and broiling the insects.&lt;br /&gt;
&lt;br /&gt;
Alternatively, fill it with spike traps to weaken them before they strike your base, giving you the advantage. Doing this preserves the hives, which can be good if you want to farm insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Deep freezing ====&lt;br /&gt;
&lt;br /&gt;
An interesting way to completely prevent infestations is to simply set your base temperature below -17°C with coolers, and have everyone in the colony wear [[parka]]s.&lt;br /&gt;
&lt;br /&gt;
This means that the 'Slept in the cold' debuff will be prevalent in the colony, however, so you will need something to offset the mood.  It will also incur a work speed penalty on all production facilities due to low temperature, making this strategy not very viable on all but the lowest difficulties (where infestations are not a big threat in any case).&lt;br /&gt;
&lt;br /&gt;
=== Deep drill infestations ===&lt;br /&gt;
&lt;br /&gt;
Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
&lt;br /&gt;
When you see this happen, gather up your defense forces to fight the incoming insects. Have them approach your base where you can melee block them while evacuating other colonists so the insects don't go for them first. Nearby pets or other tamed animals will also be attacked; you can either evacuate them beforehand to reduce losses and ensure a successful melee blocking attack, or use them as bait to grab the insects' attention while your colonists lay fire on them.&lt;br /&gt;
&lt;br /&gt;
Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room.&lt;br /&gt;
&lt;br /&gt;
= Prison breaks =&lt;br /&gt;
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking.&lt;br /&gt;
&lt;br /&gt;
Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
You should [[#body block|body block the prisoners]] with armored wardens carrying blunt weapons, or melee attacks with guns. They will fight and down the prisoners while blocking their exit, buying time for reinforcements.&lt;br /&gt;
&lt;br /&gt;
Against already injured yet unarmed prisoners, send 1 brawler per prisoner to minimize the risk of beating them to death. &amp;lt;br&amp;gt;&lt;br /&gt;
For those at full health, 2 unarmed wardens or 1 skilled one can tackle a full-health unarmed prisoner without the wardens being downed in most cases. &lt;br /&gt;
&lt;br /&gt;
Ranged wardens should attack when the prisoners are blocked by melee wardens so they can attack from a distance without much danger, and their weapons won't land in the enemy hands so easily. Don't fire too much at them as you risk permanent damage as well as accidentally killing the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
You goal here isn't to kill the prisoners, it's to down them so you can recapture them.&lt;br /&gt;
&lt;br /&gt;
*Blunt melee weapons such as the [[mace]] is a good choice for wardens to down escapees. The wounds don't bleed (unless you crush an internal organ or destroy a part entirely), nor will they be infected, giving them higher survival chances overall.&lt;br /&gt;
*At a distance, use low-moderate DPS weapons that won't deal too much damage to the prisoners, or to your people when the prisoners pick them up.&lt;br /&gt;
*Don't use high damage per hit weapons such as [[sniper rifle]]s or [[longsword]]s, as you risk instantly killing them or destroying an important part.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Mini-turrets can be used as a form of distraction and supplementary firepower against prison breaks. Station them outside the prison doors, and they will fire on the escapees. They deliver decent firepower at short ranges, and leave no usable weapons on destruction. Prisoners also tend to stop to fight the turrets, giving wardens time to reach them.&lt;br /&gt;
&lt;br /&gt;
1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=174476</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=174476"/>
		<updated>2026-01-27T23:50:19Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
:{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
:{{for|a complete list of all animals with images|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]]. All animals will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be trained to Guard your colonists and Attack enemies.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Handle|Handle]] receive 90 XP towards their [[Skills#Animals|Animals skill]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the non-[[psychopath]] colonist receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=+4|stack=3|multi=0.5|duration=1}}. Animals can also [[Animal_husbandry#Bonding|form bonds]] with colonists, providing a permanent {{Thought|label=[Bonded animal]'s master|desc=Being together with my bonded animal makes me feel better.|value=+5|stack=1}} as long as said colonist is assigned as a bonded animal's master, or a {{Thought|label=not [Bonded animal]'s master|desc=I should be together with my bonded animal.|value=-3|stack=1}} otherwise. These moods don't apply to [[psychopath]] colonists.&lt;br /&gt;
&lt;br /&gt;
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. &lt;br /&gt;
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=4|stack=3|multi=0.5|duration=1}}. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
&lt;br /&gt;
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. &lt;br /&gt;
&lt;br /&gt;
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.&lt;br /&gt;
&lt;br /&gt;
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by &amp;lt;code&amp;gt;awake_proportion × gestation_time / (2 × mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion × egg_interval / mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3 × gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3 × egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
&lt;br /&gt;
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. &lt;br /&gt;
&lt;br /&gt;
When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and boomalopes. &lt;br /&gt;
&lt;br /&gt;
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed and finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and leftover food. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over fences.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Main|Body heat}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter. For detailed information, see [[Body heat]].&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
:{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
:{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce, although existing pregnancies will not be terminated by the procedure.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Because all animals except [[warg]]s can eat [[meals]], [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
Note that some animals have multiple diets.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Diet !! Allowed food !! Animals&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous (human)&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, animal products, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous (human)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous grazer&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous grazer]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! herbivorous&lt;br /&gt;
| vegetables, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::herbivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! dendrovorous&lt;br /&gt;
| vegetables, seeds, live trees, processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::dendrovorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! carnivorous&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::carnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! raw meat and corpses&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s&lt;br /&gt;
| {{#ask: [[Diet::raw meat and corpses]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! ovivorous&lt;br /&gt;
| animal products, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::ovivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! animal products&lt;br /&gt;
| animal products&lt;br /&gt;
| {{#ask: [[Diet::animal products]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! none&lt;br /&gt;
| none&lt;br /&gt;
| {{#ask: [[Diet::none]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a human pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.  The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
:{{See also|Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be laid by juveniles.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
:{{Main|Animal husbandry}}&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits. Some species can be [[Animal husbandry#Training|trained]] to perform one or possibly more tasks, and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=174475</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=174475"/>
		<updated>2026-01-27T23:50:11Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]].&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[latitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of cooling or heating from buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. Instead, only buildings with dedicated mechanics such as the [[climate adjuster]]{{RoyaltyIcon}} and [[atmospheric heater]]{{AnomalyIcon}} can affect the temperature.&lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof tiles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by the temperature of tiles adjacent to its walls. Likewise, the temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional with a room's perimeter. A square (shape with the most volume/perimeter) will lose heat slower than thin, rectangular hallways. Rooms with more wall tiles exposed to the outside will lose temperature faster.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-75}} || Outdoor temperature in [[Orbit]] above the planet{{OdysseyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Environment#Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|60px|left|link=Pawns]]&lt;br /&gt;
&amp;lt;!-- Only those 4 listed entities are considered non-organic and don't produce heat. --&amp;gt;&lt;br /&gt;
Living, organic creatures (excludes [[mechanoid]]s, [[drone]]s{{OdysseyIcon}}, [[nociosphere]]s, [[fleshmass nucleus|fleshmass nuclei]], [[metal horror]]s, [[revenant]]s{{AnomalyIcon}}) generate a small amount of heat directly proportional to their body size as long as the ambient temperature is not above 40°C. The heat pushed follows the formula:&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;1.25 * Body Size&amp;lt;/code&amp;gt; for human pawns&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665 * 0.6&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;0.75 * Body Size&amp;lt;/code&amp;gt; for all others&lt;br /&gt;
&lt;br /&gt;
Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]].&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalization via walls. Adding more than a 2nd layer of wall does not seem to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalization purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin Roof''' at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
:* '''Thick roof''' insulate the same as thin roof. However, they also add a cooling effect if the indoor temperature is above about {{Temperature|15}}; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174474</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=174474"/>
		<updated>2026-01-27T23:50:02Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Rewrite|reason=General - Page needs overhaul, needs cleanup and redistribution of info into correct sections. Also missing important content e.g. detection mechanics}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Metalhorror&lt;br /&gt;
| image = Metalhorror.png&lt;br /&gt;
| description = A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;br/&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;br/&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Advanced&lt;br /&gt;
| flammability = 2&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 110&lt;br /&gt;
| anomaly knowledge = 4&lt;br /&gt;
| knowledge category = Advanced&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| bioferrite density = 4&lt;br /&gt;
| requires holding platform = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 60&lt;br /&gt;
&amp;lt;!-- Apparel --&amp;gt;&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| diet = none&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| trainable = None&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| psychic sensitivity = 1.5&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
&amp;lt;!-- Production --&amp;gt;&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Metalhorror&lt;br /&gt;
| label = metalhorror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metalhorror''' is an [[entity]] that can threaten your colony. It will infect your colonists one by one and burst out of them when it is ready to attack. &lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A metalhorror infection generally begins as a hidden illness suffered by a single pawn, which is initiated by a storyteller event that targets a pawn with a valid infection pathway. [[Creepjoiner]]s often come with drawbacks - one of which can be a metalhorror infection. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]]. Additionally, once all void structures are defeated, a final group of metalhorrors will spawn around the [[void monolith]].&lt;br /&gt;
&lt;br /&gt;
=== Infection === &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Attacks by entities, operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics. detection process - gray flesh, does the number to detect scale with researcher stats, what is the cooldown between gray flesh drops, more specific values for randomness on interrogation and undetected emerges, etc. Social interactions have a small chance to detect a MH infection - questions to be answered: Chance? Reports of 0.1% but verify. Which interactions can trigger?  Is it always honest (no false +ves, do two infected force a false -ve)?, Reports of animal interactions triggering it?&lt;br /&gt;
&lt;br /&gt;
do interrogator stats affect detection rate, do they affect safe detections vs release triggering detections?&lt;br /&gt;
&lt;br /&gt;
A non-colony, infected pawn of the map (e.g. released prisoner), triggers metalhorror release. transport pods excluded.  your own colonists excluded.}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors are entities that infect humans through their hosts, creating more of themselves as they do. It is possible to test or interrogate pawns in order to find out who is hosting a metalhorror. Upon detection through surgical inspection, and a random chance from being detected by interrogation (an option in the prisoner tab) or going undetected for too long, all metalhorrors will emerge out of their hosts and inflicting [[Damage_Types#Cut|cuts]]. The death of any host will also cause them to emerge, even if they have not been detected first. When emerging, metalhorrors will deal enough damage to down most hosts:&lt;br /&gt;
* They will never leave scars or kill their host when emerging.&lt;br /&gt;
* Ghouls and painless pawns can still be downed through damage to their legs. If they are not downed, they will have received enough damage to nearly kill them.&lt;br /&gt;
* Unconscious and incapacitated pawns will still receive damage albeit to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways.&lt;br /&gt;
&lt;br /&gt;
The initial infection is activated by a miscellaneous storyteller event that chooses a random pawn under the player's control on the map (colonists, slaves, and prisoners) with a valid infection pathway:&lt;br /&gt;
* Implantation before arrival. This applies to any pawn upon first spawning, except for the initial colonists, babies, and duplicates from the [[corrupted obelisk]]. Additionally, use of a [[resurrector mech serum]] or a charge of [[death refusal]] will apply the pre-arrival infection pathway again, except to the aforementioned pawns. This will be listed as &amp;quot;implanter insectoid&amp;quot; for creepjoiners despite insectoids not being a valid infection pathway.&lt;br /&gt;
* During [[revenant]] hypnosis.&lt;br /&gt;
* The melee attack of a [[shambler]], [[fleshbeast]], [[noctol]], or [[sightstealer]].&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation events do not cause any letter to appear, however gray flesh appearing does.&lt;br /&gt;
&lt;br /&gt;
Note that an infection pathway is not by any means guaranteed to become a full-fledged metalhorror infection. Pawns with infection pathways are not considered metalhorror hosts and will not spread the infection or generate gray flesh until and unless the metalhorror event triggers on them. An infection pathway expires after 30 days, and a pawn can have up to 100 infection pathways at a time before old ones are deleted to make room for new ones. Metalhorror emergence does not remove infection pathways. If a metalhorror event triggers when no suitable target pawn possesses a valid infection pathway, the game will spawn a creepjoiner with a hidden metalhorror infection.  It's highly recommended for players to quarantine new creepjoiners until they have been cleared for hidden infections. This is especially true if the creepjoiner spawned immediately after conducting a void provocation ritual.  &lt;br /&gt;
&lt;br /&gt;
Once a metalhorror infection is active, its host can secretly spread it to other pawns. Pawns infected this way gain the metalhorror infection immediately, rather than using the infection pathway system, and as such can start infecting other pawns from the moment they're infected. The following activities, when performed by an infectee, can spread a metalhorror infection:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Infection event !! Details !! Infection chance per event&lt;br /&gt;
|-&lt;br /&gt;
! Sharing a bed&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn sharing any two-person bed or sleeping spot spreads the infection to any bedmates. &lt;br /&gt;
* The pawns do not need to be in a relationship or participate in [[lovin]]' for the implantation to occur. &lt;br /&gt;
* Pawns sharing the same barracks but not the same two-person beds or sleeping spots will '''not''' spread the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Performing surgery  &lt;br /&gt;
| &lt;br /&gt;
* Any medical bill performed on a pawn by an infected pawn can spread the infection.&lt;br /&gt;
** This includes minor operations that might not be obvious as vectors, such as anesthetization, administration of drugs, [[xenogerm]] implantation,{{BiotechIcon}} and [[Hemogen pack|blood transfusions]].{{BiotechIcon}} &lt;br /&gt;
* Tending '''does not''' spread metalhorror infections.&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
! Cooking a meal&lt;br /&gt;
| &lt;br /&gt;
* Each meal cooked by an infected pawn has a chance to infect a pawn that eats it.&lt;br /&gt;
** This chance is rolled upon consumption, not upon creation of the meal.&lt;br /&gt;
** It is not known whether this shares the stack probability splitting of food poisoning when placed in a stack.{{Check Tag|Detail needed}}&lt;br /&gt;
** Pemmican is unaffected by this.&lt;br /&gt;
* After the infection is revealed, it is possible to have your colony reinfected by tainted meals.{{Check Tag|Detail needed|Do you need to do the flesh research again or is it considered the same?}}&lt;br /&gt;
| 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unnatural healing]]&lt;br /&gt;
| &lt;br /&gt;
* Use of the ability by an infected pawn on an uninfected pawn spreads the infection.&lt;br /&gt;
| 100%&lt;br /&gt;
|- &lt;br /&gt;
! Feeding patients&lt;br /&gt;
| &lt;br /&gt;
* An infected pawn feeding anything to a patient can infect the patient. This includes [[hemogen pack]]s{{BiotechIcon}} being fed to [[Hemogen|hemogenic]]{{BiotechIcon}} prisoners and patients.&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Detailed Information to be cleaned up ===&lt;br /&gt;
{{Rewrite|section=1|reason=Move this info into the correct  sections of this page}}&lt;br /&gt;
There are two separate metalhorror incidents. Both fire as Minor Threats.&lt;br /&gt;
&lt;br /&gt;
Metalhorror implantation fires on a random colonist that meets specific criteria such as recently joined colony or damaged by [[entities]]. &lt;br /&gt;
* Requires monolith level 1. &lt;br /&gt;
* Can trigger on day 30 at the earliest. &lt;br /&gt;
* 45 day cooldown&lt;br /&gt;
* Requires a colonist count of 4 and 300 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
Creepjoiner infected with Metalhorrors:&lt;br /&gt;
* Requires monolith level 2. &lt;br /&gt;
* Can trigger on day 10 at the earliest.&lt;br /&gt;
* 60 day cooldown. &lt;br /&gt;
* No raid point nor a Colonist count requirement.&lt;br /&gt;
&lt;br /&gt;
The first gray flesh appears 1.5 to 2.5 days after infection. When a gray flesh is to be dropped, there is an additional 1 to 12 hour delay. One gray flesh can drop every 3 to 10 days.&lt;br /&gt;
&lt;br /&gt;
If half of your colonists are infected, the chance for metalhorrors to emerge will approach 100% after a few hours.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contrary to other non-human entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.{{Check Tag|Counts time inside?|When does this growth start? From exiting the pawn or from infection?}}&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind [[corpse]]s when killed, instead breaking down into a pile of {{Icon Small|Bioferrite||10-20}} [[bioferrite]], and occasionally {{Icon Small|shard||1}} [[shard]].{{Check Tag|Chance?}}&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The metalhorror yields 2.0 to 4.4 [[bioferrite]] and 160W to 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When attacked, metalhorrors only receive 25% of damage.{{Check Tag|Stat?|Incoming Damage Multiplier?}} They can be stunned by EMP, but never adapt to it. They also have 200% [[flammability]].&lt;br /&gt;
&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. While they technically have a blunt Head attack, they will never use it unless their arms are destroyed. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}} Larval and juvenile metalhorrors deal less damage.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors' legs have a total of 36% chance to be targeted by damage, almost twice that of human legs, while having only 60% as much health. This makes them more likely to have both legs destroyed in combat.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors are easy to fight if you have EMP weapons. Because they don't adapt to EMP, they can be stunned indefinitely&lt;br /&gt;
&lt;br /&gt;
=== Metalhorror infection ===&lt;br /&gt;
Once gray flesh is discovered, it is important to consider the pawns most likely to spread infections - Cooks, Doctors, and Wardens. &lt;br /&gt;
* Tracing infections from an infected cook is nigh-impossible. Consider switching the entire colony to eating [[Nutrient paste meal|nutrient paste]] which will prevent meals from being an infection vector until the metalhorrors have been rooted out. &lt;br /&gt;
* Doctors only spread infections while operating or feeding patients, which allows some estimation as to who an infection might have been passed to. Do not schedule surgeries while a metalhorror infection is confirmed unless absolutely necessary. Pawns that have been downed and fed by doctors are susceptible to infection.&lt;br /&gt;
* Permanently downed prisoners (e.g those with legs removed), and recently acquired prisoners recovering from being downed in combat, are highly likely to be infected by an infected warden. Thankfully prisoners can be interrogated and their infections uncovered- even by infected wardens.&lt;br /&gt;
* Once a pawn has been confirmed as having an infection, if they share a bed or sleeping spot with another pawn, that other pawn will be infected.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
After discovering gray flesh, colonists can occasionally notice &amp;quot;some combination of unusual behavior&amp;quot; in another colonist while chatting. The name of the infected colonist (as well as the suspicious one) will be revealed in a letter. This can give the player some hints about who is infected, and how the infection may be spreading throughout the colony. However, confirming metalhorror infection still requires a surgical inspection after gray flesh has been sufficiently studied.&lt;br /&gt;
&lt;br /&gt;
[[Paramedic]]s{{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done after studying 2 pieces of gray flesh:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
Alternately, the player can systematically order every colonist to repeatedly conduct surgical inspections on a sacrificial pawn such as a prisoner.  Eventually, the sacrificial pawn will be infected with a metalhorror which will be detected with a subsequent examination.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
==== Force emergence by bed sharing ====&lt;br /&gt;
Since metalhorrors always emerge when they have infected half of your colony, and infection occurs as soon as two pawns share the same bed, you can trigger metalhorror emergence by letting your pawns share beds.&lt;br /&gt;
&lt;br /&gt;
Some pawns must stay outside to fight the metalhorrors though. Since they may also be infected, each of them should stay in a different room to contain the potential metalhorror. These pawns should have good melee and doctor skills to tend your downed pawns afterward.&lt;br /&gt;
&lt;br /&gt;
The number of participating pawns should be at least half of your colony to guarantee that the threshold is reached. Create a double sleeping spot in a separate room for every 2 participating pawns. Then create anethetize bills for each pawns and assign them to rest on the same spot (the game will say that the spot has been reserved, but just prioritize it anyway). You should assign pawns to sleep with someone who is not their lover or spouse, since lovers should already have infected eachother when they share the same bed before. If the threshold has been reached, metalhorrors should emerge after a few seconds. If not, swap the partners around until they emerge.&lt;br /&gt;
&lt;br /&gt;
You can prepare for the emergence by armoring the pawns who have to stay outside and setting spiketraps in the bedrooms for the metalhorrors to trigger.&lt;br /&gt;
&lt;br /&gt;
==== Prevention ====&lt;br /&gt;
Now as for preventing Metalhorrors from spreading premptively for the event of a infection, you can do the following&lt;br /&gt;
* Set a zone forbidding pawns from accessing prisons, kitchens and hospitals, and set that zone onto any pawn who has less then 30 days in their record, especially creepjoiners, or pawns who were attacked by revenants or any of the entities described in the summary, and keep note of the days in their record and set the zone off once the pathway has expired.&lt;br /&gt;
** Cooks can still butcher and cook pemmican safely and doctors can be left to treat animals if you separate those into different rooms.&lt;br /&gt;
** Slaves do not have a record for time spent as a colonist so stats like time spent under a roof can be used as a rough estimate.&lt;br /&gt;
** Colonists that were in the colony for over a year have their record set as #.# making keep track of them more difficult, the combat log can be used instead albeit those are prone to being wiped. {{Check Tag|When?|When do combat logs expire, if its less then 30 days then this might not be as effective}}&lt;br /&gt;
* If a gray flesh event sets off then you can check any pawns who were assigned that zone.&lt;br /&gt;
* For lovers you can place another bed in their room and assign the suspect to it, preventing the sleeping alone moodlet. a bedroll may be used instead to prevent the room's space stat from being reduced.&lt;br /&gt;
* For combat encounters with entities you should ideally avoid having humans do melee combat, and let mechanoids and animals tank the hits instead.&lt;br /&gt;
&lt;br /&gt;
Imprisoning suspects such as creepjoiners runs the risk of [[prison break]]s and thus the possibility of outright losing them due to casualities or escaping so assigning a &amp;quot;Quarantine&amp;quot; zone to them until their drawback is identified can be a better alternative.&lt;br /&gt;
&lt;br /&gt;
=== Mature metalhorror ===&lt;br /&gt;
You will fight groups of mature metalhorrors during the [[monolith]] awakening, they can do serious damage to your colony, but do not cause metalhorror infection.&lt;br /&gt;
&lt;br /&gt;
Fighting metalhorrors is much like fighting [[scyther]]s, due to their identical melee attacks and fighter role in combat. The same tactics that apply to scythers largely also apply to them, as they also vulnerable to EMP and can similarly be lured into [[spike trap]]s. However, Metalhorrors are much faster and more resistant to damage than scythers.&lt;br /&gt;
&lt;br /&gt;
One disadvantage they have compared to scythers is that Metalhorrors are highly flammable. They can be ignited very easily and will disengage from combat while on fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple a pack of metalhorrors.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Due to the high containment requirements of metalhorrors and their sharp attacks, healthy ones are dangerous to maintain. However, legless metalhorrors can be captured with no risk of escape. They yield a decent 2.0 - 4.4 bioferrite/day{{Check Tag|Verify|How is this number derived and then verify the range}} depending on body size. If you find downed metalhorrors with damaged legs, continue to punch them with bare hands until both their legs are shattered, or death. Metalhorrors' high armor makes the first case more likely to happen than other entities.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts === &lt;br /&gt;
{{Recode|section=1|reason=&amp;quot;Metalhorror&amp;quot; body type not supported.}}&lt;br /&gt;
{{Animal Health Table|Metalhorror}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection Vectors===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metal_Horror_Cooking.PNG|Cooking&lt;br /&gt;
Metal_Horror_Fingerspike_Attack.PNG|Fingerspike Attack&lt;br /&gt;
Metal_Horror_Meal_and_Surgery1.PNG|Feeding Meals and Surgery&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;
* [[Version/1.6.4518|1.6.4518]] - Fix: Added eyes to metalhorrors. Previously a metalhorror's mind core functioned as both its eyes and brain, allowing the &amp;quot;[[Hediffs#Dirt|kick dirt in eyes]]&amp;quot; melee effect when fighting on appropriate terrain to instantly incapacitate them until the effect wore off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Metalhorror filth not spawning if previous map was abandoned with specific timing.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=174473</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=174473"/>
		<updated>2026-01-27T23:49:29Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason=Most images are from Beta 18, where deadfall/spike traps could be placed adjacent to each other.}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|strategies against threats|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Raids are frequent and numerous as enemies don't journey towards your base from their &amp;quot;camp&amp;quot; but just spawn on your map nor need to maintain their base like players do. So players must wisely consider protective measures while still taking everything else into account, whereas hostiles only attack.&lt;br /&gt;
&lt;br /&gt;
Basically, players have to fight the same enemy AI programming for each type of hostile but the approach to it may differ according to gameplay preferences, either face to face for a more combative experience or behind killboxes for a less threatening measure, or both combined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map features ==&lt;br /&gt;
&lt;br /&gt;
Before laying blueprints, first inspect the [[map]] for natural features that can work as defenses, such as [[water]] or a [[mountain]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Moats ===&lt;br /&gt;
&lt;br /&gt;
Water or marsh tiles can be used as moats which will considerably slow down incoming [[Raiders]], giving you some time to shoot and soften the clash before engaging in melee [[combat]].&lt;br /&gt;
&lt;br /&gt;
[[File:Moats.png|600px|thumb|center|Marsh used as moats to slow enemy advance, with little islands full of spike traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers or other bodies of water, you can build [[cover]], like [[sandbags]], on top of the water using a [[bridge]]. Funnelling enemies over the bridge can slow them down significantly while exposing them.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
Mountains (in [[Small hills]] or [[Large hills]] maps) that align with each other can become part of your defensive walls by filling the gap in-between. Mountainous maps, however, are better used by [[Mining]] in tunnels and caves or walling out a section surrounded by mountains.&lt;br /&gt;
&lt;br /&gt;
=== Map borders ===&lt;br /&gt;
&lt;br /&gt;
Pay attention when expanding towards the edges of the [[map]], as there's a boundary which your [[colonists]] can not build beyond that is only visible when the [[Structure]] tab is selected.&lt;br /&gt;
&lt;br /&gt;
== Early-game defense ==&lt;br /&gt;
&lt;br /&gt;
At the very beginning your most primitive [[security]] choices are [[spike trap]], [[sandbags]], and [[stone chunk]]s. You will need to find a balance between these three to make the most out of the available materials without costing too much time. Analyze the terrain to find choke points, natural walls, and other features you can use to defend your colony.&lt;br /&gt;
&lt;br /&gt;
[[File:Stone chunks at the outer side to prevent fire spree in tropical forest.png|400px|thumb|right|Stone chunks at the outer side to slow wildfires in tropical forest.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stone chunk manipulation ===&lt;br /&gt;
&lt;br /&gt;
From the start, much time will be spent [[Hauling]] [[stone chunk]]s, either to build or to open a [[Growing zone]], while gathering raw materials into a [[stockpile zone]]. As you move stone chunks around, you might as well create a [[Dumping stockpile zone]] on the outside of your wall, covering its width and expanding it further. This is a little help as [[fire]] prevention, since stone chunks will slow the spread of fires by preventing grass growth, thus naturally removing any flammables below. Fires can spread up to 4 tiles away, so this won't completely stop fires unless you put a thick enough line.&lt;br /&gt;
&lt;br /&gt;
Performing this action can be time consuming, so just a single line covering your entire wall width would be a good start.&lt;br /&gt;
&lt;br /&gt;
Your speed in this matter is greatly affected by the number of haulers available. [[Taming]] and [[training]] animals with Advanced training capabilities, such as a [[Husky]], allows the animals to do the hauling, while your colonists can focus on building other defensive structures. Taming hauling animals is also time and food consuming so you will need to allocate resources carefully rather than getting 20 pets right away.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential [[Structure]] to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if a colonist's [[Construction]] is high enough to keep the walls standing while enemies start to starve and become tired. Walls also protect from [[Carnivore]] attacks and a possible [[Manhunter pack]], which cannot reach colonists safely inside unless a colonist is seen passing through a [[door]], at which point the animal will attempt to break it down.&lt;br /&gt;
&lt;br /&gt;
As raids become stronger, walls alone won't hold off raids, so prepare additional defenses behind them such as lines of [[Sandbags]], or funnel them through a chokepoint to engage in melee [[combat]].&lt;br /&gt;
&lt;br /&gt;
Many layers can be raised as you expand. Initially it is faster to build with [[wood]] but later on, they should be made of stone like [[granite blocks]] or [[limestone blocks]].. Placing several doors 15 to 25 tiles between each other allows multiple exits and the ability to flank enemies.&lt;br /&gt;
&lt;br /&gt;
If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire. &amp;lt;br&amp;gt; Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way.&lt;br /&gt;
&lt;br /&gt;
Wooden walls are weak and flammable, while all walls are weak against [[frag grenades]]. Grenadiers can easily breach them, so target those with explosive weapons first to prevent the wall from falling. When your efforts are not enough, this shall signal the time to retreat to your inner walls or any other defensive structure inside.&lt;br /&gt;
&lt;br /&gt;
'''Watch out for trapped animals''', which will attempt to break out if they are trapped inside without food, especially during winter when it becomes too cold to graze.&lt;br /&gt;
&lt;br /&gt;
=== [[Cover]] ===&lt;br /&gt;
&lt;br /&gt;
Cover is vital for firefights as it can block projectiles, reducing the amount of [[damage]] received by your colonists. This is an essential defense as long as colonists or turrets are directly engaging.&lt;br /&gt;
&lt;br /&gt;
However, static defenders behind cover are vulnerable to explosives, so be careful.&lt;br /&gt;
&lt;br /&gt;
==== Sandbags and Barricades ====&lt;br /&gt;
&lt;br /&gt;
[[Sandbags]] and [[barricades]] are very efficient when placed wisely. Their protection is inferior to walls ({{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side, and can be combined with walls. They are faster to build, and can be built from [[textiles]] (sandbags) or ordinary building material (barricades).&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades are a quick security measure when an extended wall would take many days to complete, as well as a fallback secondary defense when the perimeter is breached. It all depends in each game.&lt;br /&gt;
&lt;br /&gt;
The most common usages are in shape of a square's corners or a U shape with the opening towards fast retreat.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
&lt;br /&gt;
Walls are the most effective cover, providing up to 75% cover. However, this restricts your colonist's effective attack area, and single pillars are greatly affected by direction, making them unable to protect against projectiles fired diagonally.&lt;br /&gt;
&lt;br /&gt;
==== Stone chunks ====&lt;br /&gt;
&lt;br /&gt;
[[Stone chunk]]s are natural resources with 50% cover efficiency, weaker than constructed cover but still effective. Their placing is similar to sandbags only that it requires hauling to previously set dumping zone lines, instead of construction. Helpful if you have no one well skilled in [[construction]].&lt;br /&gt;
&lt;br /&gt;
=== Spike traps ===&lt;br /&gt;
{{Main|Spike trap}}&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use and needs careful placement. Common locations are in the corners of your base where enemies will likely make turns as well as narrow areas even outside your base that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by carefully studying raids pathing from the map borders as they close in towards your base. Watch where they go through and starting laying blueprints but forbidding them (as you are currently being attacked). &lt;br /&gt;
&lt;br /&gt;
When building spike traps, you must also leave free areas so that your colonists and friendlies can pass harmlessly or else they are greatly slowed while trying to tiptoe through them, and may accidentally trigger one in the process. As such, putting them in a 1-wide corridor is not a good idea. A good way to harness this is a 2-wide corridor, with a spike trap, and then a fence next to it. friendlies will go over the fences, while enemies will walk through the traps.&lt;br /&gt;
&lt;br /&gt;
Traps made of wood are highly flammable so its best to place them on rock or soil far from grass or trees, where wildfires won't waste them. Stone traps can't get burnt. Either can be destroyed by explosions so they shouldn't be placed right in front of your walls as grenadiers will blow them away altogether.&lt;br /&gt;
&lt;br /&gt;
Be aware that after subsequent game updates, you can no longer place spike traps adjacent to one another, as displayed below. &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:Trap_choke_14.jpg|'''Trap and fence passage'''&lt;br /&gt;
File:Defense structures deadfall trap.png|'''Traps in potential enemy cover spots (map border)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clearing the area ===&lt;br /&gt;
[[File:Wildfire clearing.png|500px|thumb|right|Intentional burning of a tropical rainforest to reduce any cover that raiders might use.]]&lt;br /&gt;
&lt;br /&gt;
Once your basics had been covered, it's time to make improvements. On maps where flora is dense, it's best to clear the surroundings so that enemies won't have cover to fight, totally exposed to your fire. From the [[Orders]] tab, use the &amp;quot;[[Cut plants]]&amp;quot; order to remove [[trees]] and &amp;quot;[[Haul]]&amp;quot; to haul stone chunks away, gaining [[berries]] and wood in the process, and hastening any jobs at the [[Stonecutter's table]].&lt;br /&gt;
&lt;br /&gt;
Clearing the area also prevents fires from reaching your base. On the other hand, vegetation on [[Biomes#Temperate forest|temperate forests]] or [[Biomes#Tropical rainforest|tropical rainforests]] never cease growing, so an easy way to clear your surroundings is to do controlled burnings of the surroundings, doing the job faster than chopping and cutting. Burned trees only provide 20% cover.&lt;br /&gt;
&lt;br /&gt;
=== Bait furniture ===&lt;br /&gt;
&lt;br /&gt;
Attackers will destroy [[furniture]] if no colonists are in sight, and will sometimes even stop to destroy furniture if it is between them and the nearest colonist. They may smash items or set flammable things on fire (particularly crop fields).&lt;br /&gt;
&lt;br /&gt;
Cheap wooden furniture such as a [[stool]] or [[table]] can be used as bait to lure enemies into a position where they can be more easily killed. It can also distract them by drawing a few attackers away from your base, which can help prevent your defenders from getting overwhelmed.&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:Distraction_tables_2.jpg|'''A raider lured into a dangerous position in the middle of a moat.'''&lt;br /&gt;
File:Distraction_tables_3.jpg|'''A mechanoid detoured far away from the base to smash a wooden stool.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a small added bonus, if your outdoor bait furniture consists of a table and stool, colonists completing work tasks far from your base may stop to eat there. This may help avoid the &amp;quot;Ate without table&amp;quot; negative [[thought]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
==== The &amp;quot;Fire Wall&amp;quot; ====&lt;br /&gt;
[[File:Cover_fire_wall.png|400px|thumb|right|Example of advanced cover using walls.&amp;lt;br&amp;gt; Colonists behind walls are enjoying full cover, with 75% of shots blocked. &amp;lt;br&amp;gt;Colonists behind sandbags are at half cover, with {{#expr: {{Q|Sandbags|Cover Effectiveness}}*100}}% of shots blocked.]]&lt;br /&gt;
An effective cover design is to alternate 2 walls and 1 sand bag. With this, you can have two defenders behind full cover firing out of one hole. The sandbags should be there mainly to soak fire coming from [[Defense_tactics#Firing_at_cover|oblique angles]]; ideally, '''there shouldn't be anyone standing directly behind them''', otherwise stray fire directed at that colonist will easily hit others around him.&lt;br /&gt;
&lt;br /&gt;
This structure narrows the effective attack area, forcing both sides to fire straight at each other. Fire walls should be placed directly in front of where enemies will be attacking from, such as potential sources of cover. [https://rimworldwiki.com/wiki/File:Killzone.png Fire Wall can be mixed with Surrounding Cover (bottom of image)].&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
* Gives excellent cover&lt;br /&gt;
* The walls stop some explosives&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
* May prevent colonists from ganging up on enemies&lt;br /&gt;
* Restricted attack angle&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Surrounding cover ====&lt;br /&gt;
&lt;br /&gt;
[[File:Sandbag_advanced_cover.png|300px|thumb|right|Example of advanced cover using sandbags only.]]&lt;br /&gt;
&lt;br /&gt;
For additional protection against shots not coming straight, sandbags can be built to the sides of where colonists will stand during combat.&lt;br /&gt;
&lt;br /&gt;
This does not result in a narrowed attack angle for your colonists, allowing them to attack enemies from a broader angle while still receiving comprehensive protection from fire, especially when enemies are almost firing horizontally at your colonists. Colonists also take fewer hits from missed shots as they stand 1 tile away from each other.&lt;br /&gt;
&lt;br /&gt;
This can be used to complement the aforementioned 'Fire walls' by placing them somewhere slightly farther away where defenders will fire diagonally at enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover removal ====&lt;br /&gt;
[[File:Cover removal or baiting.png|400px|thumb|right|Watch where enemies choose to hide and once the battle is over plan for the future.]]&lt;br /&gt;
&lt;br /&gt;
While sandbags already give you an advantage over raiders in terms of cover (55% vs 50% for stone chunks), removing all sources of cover near your base is still very useful when dealing with ranged enemies as they will then have nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
Haul all stone chunks towards a dump behind your defensive lines so enemies can't use them. A [[sniper rifle]] has a [[range]] of 45 tiles, though most raiders can't shoot that far, so removing chunks around 30 tiles away from your defenses can deprive many enemies of suitable cover.&lt;br /&gt;
&lt;br /&gt;
Watch out for your crop fields, as colonists tend to move and lay out chunks in straight lines when planting on [[Growing zone]] tiles, suitable for raiders to take cover behind.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Cover baiting ====&lt;br /&gt;
[[File:Flanking_example.png|400px|thumb|right|Early-game example of cover baiting. Notice the stone chunks laid strategically so that shooters can lean out of doors to flank enemies hiding behind them. Enemies that reposition themselves to defend against one angle will be exposed to another, leaving nowhere safe to hide.]]&lt;br /&gt;
&lt;br /&gt;
Once there's no suitable cover nearby, ranged attackers will scramble to find any objects usable as cover. You can exploit this by placing any form of low cover to attract them to a place where they can be dealt with more easily. [[Stool]]s work well, though they wear out quite fast under constant fire. &lt;br /&gt;
&lt;br /&gt;
If the cover is hard to remove (such as plants and trees constantly regrowing in plant-rich biomes), you can manipulate stone chunks in ways that give them a disadvantage. For example, putting gaps between each chunk exposes the enemy behind to fire directed diagonally, or continuous lines allow missed shots to hit nearby covering enemies. If your defense line is big enough, you can bait enemies into taking cover in such a way that leaves them flanked (see picture).&lt;br /&gt;
&lt;br /&gt;
You can put traps behind the bait cover, which makes it slightly easier to trigger, though still less effective than chokepoints (see below).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Bunkers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Makeshift_pillbox.png|320px|thumb|right|Map ruins converted into a pillbox.]]&lt;br /&gt;
&lt;br /&gt;
A simple early game construct, effective until mid-game. Simply build a room in any shape (or convert them from ruins) and then deconstruct a few sections of wall facing the enemy to make some holes and replace with sandbags -- these will be firing holes for your shooters, where they can use the walls as cover for 75% protection from direct fire, and sandbags as cover from diagonal fire.&lt;br /&gt;
&lt;br /&gt;
Bunkers should be built out of stone, as they are durable and are non-flammable.&lt;br /&gt;
&lt;br /&gt;
Additionally, build a roof for your bunker to protect defenders from bad weather like rain and lightning strikes. So, when a raid comes and your shooters head to the bunker, they now enjoy the full cover bonus from having thick walls between them and the enemy, without an aim malus when it rains, and the floor they're on can remain free of movement-slowing snow.&lt;br /&gt;
&lt;br /&gt;
To finish the bunker, add flooring so your colonists don't have to worry so much about fires while inside.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Cheap -- Wall materials are the only thing required to build a basic bunker, allowing for quick construction.&lt;br /&gt;
* Simple -- Four walls and a few sandbag/barricade firing positions is all it takes to build an effective early-game defensive structure.&lt;br /&gt;
* Upgrade-able and modular: Additional walls/rooms &amp;amp; defensive structures like turrets can improve the bunker’s capability.&lt;br /&gt;
* Full cover provides high defence for colonists.&lt;br /&gt;
** Full cover negates damage from explosions outside of the bunker, internal walls can negate explosives that enter the bunker.&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Risk of encirclement: Enemies can surround your bunker and cut it off from your main base, overwhelming you.&lt;br /&gt;
* Static position: If not placed well, the bunker’s utility will be greatly decreased, and not all map types suit bunkers,.&lt;br /&gt;
* Continuous investment: In order for the bunker to remain useful into the mid and late-game, periodical upgrades will be required and will sap your resources unless you decide to abandon or repurpose the building.&lt;br /&gt;
* Hostile takeover: Enemies gaining control of your bunker(s) can prove dangerous as they can utilize the effective cover.&lt;br /&gt;
&lt;br /&gt;
Pillboxes can be incorporated into perimeter walls, but make sure that there is no direct entry from there, such as by building a durable door.&lt;br /&gt;
&lt;br /&gt;
==== Secondary cover ====&lt;br /&gt;
&lt;br /&gt;
Besides your main line of cover, you may also build additional cover for various purposes:&lt;br /&gt;
#For [[Defense tactics#shield distraction|shield distraction]], building cover for your shield tanks helps them to last longer with their shields.&lt;br /&gt;
#Putting lines of sandbags perpendicular to your main cover line allows them to be used to flank enemies. Make sure that they are put a great distance away so enemies can't use it to their advantage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Chokepoints ===&lt;br /&gt;
&lt;br /&gt;
[[File:Slowing_tunnel.png|400px|thumb|right|Short slowing tunnel in front of a wall, with alternated sandbags for maximum slowing efficiency and a twist to break line of sight. An additional sandbag is placed to discourage raiders from using walls as cover. This is just an example; in practice a slowing tunnel should be longer than this.]]&lt;br /&gt;
&lt;br /&gt;
Chokepoints allow your colonists to concentrate firepower, killing incoming attackers effectively, as well as utilize traps to their maximum potential. They also allow you to seal off raiders' escape routes by physically blocking them off using your soldiers.&lt;br /&gt;
&lt;br /&gt;
At its simplest, it involves the use of a single opening in a wall, coupled with a location for colonists or turrets to fire and beat them, sometimes with traps to catch some of the unaware attackers. &lt;br /&gt;
&lt;br /&gt;
Chokepoints should be built with a turn to break line of sight, prevent enemies from firing into the chokepoint from the outside.&lt;br /&gt;
&lt;br /&gt;
A strategy is to litter the choke with sandbags or rubble, greatly slowing down the raiders and giving you time to deal with them. They also prevent raiders from standing on them, forcing them into your defenses.&lt;br /&gt;
&lt;br /&gt;
You can concentrate fire on a [[crafting spot]] or [[animal sleeping spot]] placed right in the entrance with miniguns to rip incoming raiders apart.&lt;br /&gt;
&lt;br /&gt;
==== Slowing tunnel ====&lt;br /&gt;
&lt;br /&gt;
One early-mid game tactic to slow down your enemies is by creating a narrow strip between your colony and potential areas where raiders could attack from, then alternating sandbags or debris with unoccupied space, close to the exit of the strip.&lt;br /&gt;
&lt;br /&gt;
To stop them from using the chunks or sandbags to their advantage, build a turn to break their line of sight.&lt;br /&gt;
&lt;br /&gt;
Don't put sandbags or chunks right next to each other, otherwise they will simply vault over multiple bags at once, reducing their slowing efficiency. An excessively long tunnel also prompts them to break in instead of entering through it.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Fairly cheap&lt;br /&gt;
*Easy to build&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''Does not deal damage'''&lt;br /&gt;
&lt;br /&gt;
It is not necessary if you don't need extra time to set up defenses.&lt;br /&gt;
&lt;br /&gt;
==== Burning floors ====&lt;br /&gt;
You can build flammable floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a {{Bad|{{%|{{Q|Burned floor|Move Speed Factor}}}}}} movement factor, and will persist until removed.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
&lt;br /&gt;
==== Understanding A.I. ====&lt;br /&gt;
&lt;br /&gt;
Friendly AI will always prefer to move through doors and avoid traps, while enemies will prefer to go around structures by entering open spaces and are unable to see traps. (Note: Recent updates have removed the ability for spike traps to be placed within 1 tile of each other in any of the four cardinal directions)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Trap_choke.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of that, trap chokepoints like this one are effective. Enemies will prefer to use the corridors rather than attempting to destroy doors as it would be more time consuming, and being unable to see the traps, they will trip them hopelessly. On the other hand, your colonists can safely pass using the door instead. Enemies cannot pass doors unless they destroy them first, or they are being held open. (Note: Colonists can trigger traps while walking over them. Consider adding doors in between traps to allow for safe construction of them.{{Check Tag|Detail Needed}})&lt;br /&gt;
&lt;br /&gt;
==== Roof trap ====&lt;br /&gt;
This clever trap is simple to set up and hard-hitting when triggered. It can be considered a giant single-use spike trap.&lt;br /&gt;
&lt;br /&gt;
All you need to do is to erect 1 pillar made of a low-HP material, optimally wood, then build a roof over it. When raiders walk near the pillar, demolish it from a distance with long-range guns. You can remove the home area near the pillar to prevent colonists from repairing it, then damage it until it can be destroyed in 1 hit.&lt;br /&gt;
&lt;br /&gt;
After the pillar is destroyed, the roof will fall, crushing the raiders on the head, neck or torso and dealing up to 20 damage (though armor will negate part of it).&lt;br /&gt;
&lt;br /&gt;
You can use cover baiting to lure enemies into this trap very effectively. &amp;lt;br&amp;gt;&lt;br /&gt;
Triggering an IED trap near it is also a viable choice, with the advantage of being automatically triggered and dealing even more damage with its explosion.&lt;br /&gt;
&lt;br /&gt;
This is more of a clever use of game mechanics than an actual trap, so raiders won't detect it, nor will they treat it as one.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Large radius, easily injures a sizable group of raiders at once&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
*Low cost, only 5 wood for each trap&lt;br /&gt;
*No risk of friendly activation&lt;br /&gt;
*Undetectable by raiders, and position will not be remembered&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Harder to trigger, may need to lead your targets&lt;br /&gt;
*Requires lots of space&lt;br /&gt;
*Low damage&lt;br /&gt;
*Rarely kills or incapacitates&lt;br /&gt;
*Cannot be used in killboxes&lt;br /&gt;
&lt;br /&gt;
It is optimal for softening a group of raiders so it's easier to defeat them. You can also put them in multiple layers, but placing the traps too close to one another will result in the trap not triggering properly.&lt;br /&gt;
&lt;br /&gt;
Grass also cannot grow under it. This can be used to make firebreaks but will cut into your supply of grass for grazing animals so be careful.&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:Roof_trap.png|Roof trap before triggering.&lt;br /&gt;
File:Roof_trap_triggered.png|Roof trap after triggering, having injured some raiders (some through shields) and left a large pile of rubble.&lt;br /&gt;
File:Roof_trap_auto.png|More refined roof trap design with stools to lure the enemy into using them as cover, along with an IED trap to automatically trigger the trap. Significantly more expensive.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Damage minimization ===&lt;br /&gt;
These are ways to minimize damage done to your base.&lt;br /&gt;
&lt;br /&gt;
[[File:Walled_geothermal_generator.png|200px|thumb|right|Walled geothermal generator. The extra space allows heat to escape without being trapped inside. Note that the entire setup is unroofed.]] &lt;br /&gt;
&lt;br /&gt;
==== Firebreaks ====&lt;br /&gt;
&lt;br /&gt;
2-tile wide strips of concrete, metal or stone tiles are capable of stopping the spread of fires. This can prevent many fires from reaching your base and burning it down. This is more important for plant-rich biomes with large amounts of flammable material.&lt;br /&gt;
&lt;br /&gt;
You can build one surrounding your base, and divide the map into sections in order to control fires. You can also use them to separate crop fields such that a fire won't consume all your crops.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that building such amounts of floors usually requires huge amounts of building materials - if you have stone on hand it is better to build a perimeter wall out of stone instead, with the added advantage of fortifying defenses.&lt;br /&gt;
&lt;br /&gt;
==== Grazing animals ====&lt;br /&gt;
&lt;br /&gt;
Setting lots of grazing animals around the outside of the base helps clear away grass, slowing or stopping the spread of fires towards your base. They may also distract raiders during raids, but at quite a cost.&lt;br /&gt;
&lt;br /&gt;
==== Walling structures ====&lt;br /&gt;
&lt;br /&gt;
You should build an additional wall around your important structures, such as generators, power conduits or cash crops, even if you do have a perimeter wall in place. This causes raiders to prioritize other targets over these, averting destruction.&lt;br /&gt;
&lt;br /&gt;
For geothermal generators, remember to have some exposed roof areas so the heat from the generator can vent out instead of being trapped inside.&lt;br /&gt;
&lt;br /&gt;
==== Power network ====&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have only 1 wire connect everything in your base, as one broken-down [[Power conduit|conduit]] can easily cause a blackout. Instead, create a backup power storage by building [[Battery|batteries]] hooked to the grid, but run through a [[power switch]] that is turned off once the batteries are charged. As a supplement, run power conduits through more than just one wall on your grid so that if you have a break in one line, you may still have power flow in another without needing to immediately build a new conduit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Panic room ===&lt;br /&gt;
&lt;br /&gt;
[[File:Panic_room_example.png|400px|thumb|right|Example of a panic room built inside a mountain.]]&lt;br /&gt;
&lt;br /&gt;
You can dig out a panic room deep into the mountains or build one out of very thick walls. This provides a good escape if you know that you can't defeat an incoming group of raiders, or you are losing and need retreat, provided you manage to get to the room in time.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you dig one out of the mountains, you gain immunity against mortar shells and some innate temperature control. You will need to make many layers of doors (at least 6) as the raiders will focus down the doors.&lt;br /&gt;
*If you build one using thick walls you have more flexibility in its positioning, and you don't need that many layers of wall - 4 layers are OK, since raiders will divert their attention to the walls as well instead of focusing down the doors.&lt;br /&gt;
&lt;br /&gt;
You don't need to make the panic room big enough to accommodate the whole colony, as the point of a panic room is to preserve colonists in a dire situation so you can rebuild later on. Choose the colonists most important to you when it's time to escape to these rooms.&lt;br /&gt;
&lt;br /&gt;
Panic rooms also need the following:&lt;br /&gt;
*Enough food to last 1-2 days at full capacity&lt;br /&gt;
*Medicine for the wounded, for injury is likely during the retreat&lt;br /&gt;
*Joy objects (otherwise colonists may face a huge -20 mood penalty)&lt;br /&gt;
&lt;br /&gt;
If you want, you can put beds and tables to make sure your colonists don't feel too bad while cooped up inside. You can also choose to put building materials to seal up the entrance with cheaper and more durable walls. Putting resources inside also helps with rebuilding, though they take up space.&lt;br /&gt;
&lt;br /&gt;
While inside the room, if you're down on your last door or layer of wall, assign your best builder to hold the door by repairing it, and make sure the others don't go out. Disabling firefighting for covering colonists or restricting them to the panic room can help stop them from leaving. If the doors are unable to hold, use the breach as a chokepoint instead, and take as many enemies down with you.&lt;br /&gt;
&lt;br /&gt;
Consider building multiple panic rooms so your colonists have another panic room within reach if a raid blocks off access to one. You can also choose to build another exit so you can flee to another room should the original be overrun.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Mid-late game defense ==&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
&lt;br /&gt;
Turrets are automated defenses which shoot at enemies in range. There are three varieties; the [[mini-turret]], [[autocannon turret]] and [[uranium slug turret]] from 1.0 onwards, while in earlier versions there is only 1, the [[mini-turret]].&lt;br /&gt;
&lt;br /&gt;
In 1.1 all turrets received a great nerf to their firepower.&lt;br /&gt;
&lt;br /&gt;
Turret-reliant perimeter defenses are generally only viable for the first several raids, after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the numerous raiders. &lt;br /&gt;
&lt;br /&gt;
While protecting the outside starting area, you may want to rapidly pause the game during raids and give orders to repair damaged turrets. &lt;br /&gt;
&lt;br /&gt;
Remember that turrets may explode when critically damaged, so get your colonists to run from them.&lt;br /&gt;
&lt;br /&gt;
All require barrel changes or reloading after extensive firing starting on 1.0, making relying on them more resource-intensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|1200px|thumb|left|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== [[Mini-turret]] ====&lt;br /&gt;
&lt;br /&gt;
Mini-turrets fire light bullets at enemies within its range.&lt;br /&gt;
&lt;br /&gt;
With its low firepower it is not a good idea to extensively rely on them, especially in mid-late game. However they do provide decent additional fire to lay on the enemy combining with gunners, and also serve as a distraction from your more valuable colonists.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Can be uninstalled and re-deployed wherever needed, making their placement slightly less of an issue&lt;br /&gt;
*No exclusion zone allows them to fire at touch range&lt;br /&gt;
*1x1 size makes it harder to hit and more compact&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
&lt;br /&gt;
Building turrets out of [[Plasteel]] brings their health to 335 (up from 120), making them substantially more durable and slightly less flammable.&lt;br /&gt;
&lt;br /&gt;
==== [[Autocannon turret]] ====&lt;br /&gt;
&lt;br /&gt;
Autocannons deal moderate damage and are long-ranged, but have an exclusion zone making them less effective against close enemies in the frontline.&lt;br /&gt;
&lt;br /&gt;
They are somewhat costly to build and maintain. Despite its long range, it is actually effective only when enemies close in due to its low accuracy.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Shots deal decent damage&lt;br /&gt;
*Somewhat high fire rate&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Inaccurate at long-range&lt;br /&gt;
*Somewhat high cost per shot&lt;br /&gt;
&lt;br /&gt;
==== [[Uranium slug turret]] ====&lt;br /&gt;
&lt;br /&gt;
A long-range turret that fires a high powered uranium slug.&lt;br /&gt;
&lt;br /&gt;
It is more accurate than the other turrets at long distances and has much longer range, but is more expensive to maintain and performs poorly at close range.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High damage shots&lt;br /&gt;
*Extremely high armor penetration, able to negate most all armor on an enemy&lt;br /&gt;
*Accurate at long ranges&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High cost per shot&lt;br /&gt;
*Not good at close ranges&lt;br /&gt;
&lt;br /&gt;
==== Weaknesses ====&lt;br /&gt;
&lt;br /&gt;
Turrets are most vulnerable to the following things:&lt;br /&gt;
&lt;br /&gt;
*Explosives deal immense damage to turrets. All forms of regular explosives wielded by raiders are capable of 1-hitting a steel mini-turret and leaving a plasteel one at less than half health.&lt;br /&gt;
*EMP stuns the turrets. Enemy EMP grenadiers can stun a turret for 20 seconds with each grenade, meaning they can constantly lock down multiple turrets, especially those put close together.&lt;br /&gt;
*[[Smokepop pack]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped with it can create a safe zone from turret harm.&lt;br /&gt;
**This is a great issue in killboxes, where turret firepower is often concentrated, as an enemy that activates the belt will essentially be able to nullify a large portion of your defensive firepower.&lt;br /&gt;
&lt;br /&gt;
Turrets can be ignited, and are unable to put themselves out. Given enough time, flames can debilitate the turret.&lt;br /&gt;
&lt;br /&gt;
For the mini-turret, long-ranged gunners can shoot from outside their range without retaliation from the turret. This includes [[lancer]]s with their [[Charge lance]], making them less than ideal for fighting off [[Mechanoid]] incursions.&lt;br /&gt;
&lt;br /&gt;
==== Turret emplacements ====&lt;br /&gt;
&lt;br /&gt;
Sandbags can be placed around turrets to give them cover from gunfire. Turrets should have them to reduce damage taken both by the turret and colonists behind the turret repairing/shooting. This has the added advantage of making it harder for melee raiders to run from an exploding turret.&lt;br /&gt;
&lt;br /&gt;
They should be spaced out by at least 3 tiles to prevent a turret explosion from damaging other turrets, potentially causing a chain reaction. Alternatively, use high-durability walls to block explosions.&lt;br /&gt;
&lt;br /&gt;
==== Turret chokepoint ====&lt;br /&gt;
&lt;br /&gt;
Putting a turreted defense in a chokepoint with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them.&lt;br /&gt;
&lt;br /&gt;
There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. &lt;br /&gt;
&lt;br /&gt;
Turrets should not be placed directly (within three tiles) next to other turrets for the same reason, as they have a chance to explode when critically damaged. Placing walls between the turrets can lessen the impact of explosions, allowing you to put them tighter, but remember walls can block line-of-sight and bullets.&lt;br /&gt;
&lt;br /&gt;
==== Booby-trapped turrets ====&lt;br /&gt;
&lt;br /&gt;
Melee enemies may go straight up to the turret to engage it. To take them down, you can put traps near the turret such as spike traps.&lt;br /&gt;
&lt;br /&gt;
IED traps can be useful if you're using the turret as bait to lure enemy fighters straight to their doom, which is rather costly since the turret would likely be taken down as well. [[IED firefoam trap]]s may see some use if the enemy comes in using both incendiary and melee weapons, as the firefoam traps can automatically trigger to protect the turrets from the flames.&lt;br /&gt;
&lt;br /&gt;
==== On-demand turret deployment ====&lt;br /&gt;
&lt;br /&gt;
For mini-turrets, instead of placing static turrets around the perimeter, you can instead keep them uninstalled and placed in the center of your base. Once raiders come, have a builder install them facing the battlefield, behind your cover. This helps to save power and also allows you to utilize turrets more efficiently as you can keep more turrets engaged on the enemy rather than just sitting there due to lack of contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
This tactic is less effective against melee charges who will swarm your defenders before you have enough time to react.&lt;br /&gt;
&lt;br /&gt;
==== Turret power network ====&lt;br /&gt;
&lt;br /&gt;
Turrets should be turned off whenever not in use. However, it's hard to anticipate when they will be needed, given the random nature of events in RimWorld, and turning them on by then is usually too late.&lt;br /&gt;
&lt;br /&gt;
To fix this, connect your turrets to a separate power network, reconnecting them if needed. To toggle them all at once, install a power switch in a convenient location. The power switch can be then used to easily toggle a lot of turrets at once, saving power. &amp;lt;br&amp;gt;&lt;br /&gt;
This method saves a few seconds of time as turrets can power up before the enemy gets within range, allowing them to fire 1 extra volley of bullets. This is not to be underestimated as turret bullets pack quite a punch. However careful arrangement of power conduits is necessary especially if [[geothermal generator]]s are used.&lt;br /&gt;
&lt;br /&gt;
=== Mortars===&lt;br /&gt;
{{Rewrite|section=1|reason=Not yet updated to reflect the increased accuracy now that [[Mortar Miss Radius Multiplier|MMRM]] stat exists}} &lt;br /&gt;
A [[mortar]] attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.&lt;br /&gt;
&lt;br /&gt;
It also allows you to effectively utilize your colonists who are poor at combat, as mortar accuracy is unaffected by colonist skill, however colonists incapable of violence will outright refuse to man a mortar.&lt;br /&gt;
&lt;br /&gt;
Always to remember to manually unassign colonists from mortars; if you don't, they will continue standing there until they eventually collapse from exhaustion, starvation, or have a mental break.&lt;br /&gt;
&lt;br /&gt;
An important point to remember is that while your colonists are better at dealing with single or spread-out enemies, mortars are designed for heavily grouped enemies. If you diffuse your enemies, the mortars will not be able to hit the enemies easily.&lt;br /&gt;
&lt;br /&gt;
Don't aim mortars anywhere too close to your colonists otherwise you risk friendly fire.&lt;br /&gt;
&lt;br /&gt;
==== Mortar emplacements ====&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_battery.png|320px|thumb|right|8-mortar battery. Note the separation between the mortars, and walls to block explosions.]]&lt;br /&gt;
&lt;br /&gt;
Mortars can't be placed under roofs, so they're usually placed outdoors.  In which case, build [[shelf|shelves]] to hold the [[mortar shell]]s so they won't deteriorate. Set them to accept mortar shells only otherwise your colonists will haul random objects to the shelves.&lt;br /&gt;
&lt;br /&gt;
Mortars also explode when damaged. Most of the time this isn't an issue, but if you're facing against a siege, an enemy mortar shell that scores a hit on your mortars can cause a chain reaction to rip apart your entire mortar emplacement, killing any crew manning it. To fix this, separate the mortars with high-HP walls that can survive at least 1 hit from an exploding mortar. Building mortars with plasteel also allows the mortar to survive a mortar hit, provided that the mortar shells don't explode.&lt;br /&gt;
&lt;br /&gt;
Mortars can't fire at anyone within 30 tiles of it, so you will need to place the mortars deep inside your base for maximum coverage. It needs to be well-protected against intruders, for enemies that survive to come close to the mortars can wreak havoc on the helpless mortar crew, so you should pay attention and unassign the mortar crew to fight if necessary. It's best that you have your colonists standing guard outside, but if you need to you can always have a few pillboxes to defend the mortar base.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that your landing mortar shells will blow up anything nearby, including things of yours that raiders don't commonly target, like conduits.  If your turret killbox relies on the power of remote geothermal plants and a mortar strikes nearby, it could break the conduit and cut the power to all of your turrets.&lt;br /&gt;
&lt;br /&gt;
==== Mortar battery ====&lt;br /&gt;
&lt;br /&gt;
The number of mortars needed depends on how they will be used.&lt;br /&gt;
&lt;br /&gt;
If you're solely keeping them there to use the [[EMP shell]] then 4 is enough.&lt;br /&gt;
&lt;br /&gt;
For [[high-explosive shell]]s you will need 8 for a decent battery. 12 can seriously injure incoming raids, and 16 or above is pretty much overkill unless against tough enemies such as mechanoids.&lt;br /&gt;
&lt;br /&gt;
==== Shells ====&lt;br /&gt;
&lt;br /&gt;
There are different shells available to be loaded into the mortar.&lt;br /&gt;
&lt;br /&gt;
*[[High-explosive shell]]s are the go-to ammo for dealing damage to enemies.&lt;br /&gt;
**[[Shield belt]]s can easily block damage from the mortar, so it's best to have backup.&lt;br /&gt;
*[[Incendiary shell]]s deal low damage, penetrate shields and set areas on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out flames.&lt;br /&gt;
**It can be paired with brawlers, which allows them to close in with less firepower on them, and force the enemy into melee combat, preventing them from extinguishing the flames on them.&lt;br /&gt;
**Be careful as the fires can spread across wide areas causing extensive collateral damage.&lt;br /&gt;
*[[EMP shell]]s are highly situational, yet are useful to warrant their use in every well-built defense (other than killbox-reliant ones). They don't deal any physical damage whatsoever, but are useful against some specific enemies. They have a large blast radius, meaning that their inaccuracy is less of a problem compared to the others.&lt;br /&gt;
**They can stun mechanoids for 20 seconds, allowing your colonists to close in on them and concentrate fire, or even engage in melee safely. You can keep engaging the mechanoids as you wish when the shells land; you don't need to worry about the mortars injuring your soldiers (though you may want to keep an eye out for your shielded brawlers).&lt;br /&gt;
**They excel at dealing with [[shield belt]]s, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense. &lt;br /&gt;
**They can also shut down [[mech high-shield]]s {{RoyaltyIcon}} for 0.5 hours, giving you an window to send a barrage of high explosive shells to destroy whatever is inside.&lt;br /&gt;
*[[Firefoam shell]]s can be used to extinguish fires outside your base, but is useless against any inside, due to the mortar's blind spot.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
As you unlock research, and obtain more manpower and resources, you can lay more traps to debilitate incoming raiders.&lt;br /&gt;
&lt;br /&gt;
==== [[IED trap]]s ====&lt;br /&gt;
Early on, you may want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.&lt;br /&gt;
&lt;br /&gt;
IED traps are extremely effective when used correctly, however in open areas they are mostly useless as the raiders are highly unlikely to step on any of the traps, and even if they do they're usually not tightly packed enough for the trap to cause serious damage. Thus, it is better if you combine traps with funneling to force the raiders together.&lt;br /&gt;
&lt;br /&gt;
1 IED trap can trigger other IED traps in its explosion radius. This may or may not be desirable depending on the situation; you can easily set off a chain reaction to destroy a whole incoming raider horde, but also use up much more resources. They also damage nearby structures, such as walls or spike traps, so don't put too many close to each other.&lt;br /&gt;
* Rather than setting more IED traps near existing ones, you can just place the [[Mortar shell]]s themselves, or even some [[Chemfuel]] on the ground for the same effect as a molotov cocktail blast. However, unless you can restrict them to placing just 1 of each it's more expensive to do so.&lt;br /&gt;
** Chemfuel has 50 HP, ''just'' within the damage threshold of an IED trap, but the shells have 70, so you will need to pre-damage them or leave them on the ground to deteriorate first if you want to use this tactic.&lt;br /&gt;
&lt;br /&gt;
IED traps have a delay before exploding, allowing some raiders to escape. Raiders will attempt to run from an exploding trap, though the fuse is short enough to catch some of them.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*High area damage&lt;br /&gt;
*Raiders usually less protected against explosives&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*High resource cost&lt;br /&gt;
*Single-use, non-rearmable&lt;br /&gt;
*Requires research&lt;br /&gt;
*Does not instantly trigger&lt;br /&gt;
&lt;br /&gt;
==== [[IED incendiary trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that sets enemies on fire. It's a more situational pick compared to the regular trap, due to its incendiary nature.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Distracts enemies while they are on fire&lt;br /&gt;
*Penetrates shields&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*Low damage&lt;br /&gt;
*Not effective against [[Mechanoid]]s&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective. With that, it is a good defensive choice against heavily armored or shielded enemies, with the flames providing good distraction while your colonists shoot them down. &lt;br /&gt;
&lt;br /&gt;
It synergizes great with brawlers, which will prevent the enemy from attempting to extinguish the flames while fighting.&lt;br /&gt;
&lt;br /&gt;
==== [[IED EMP trap]]s ====&lt;br /&gt;
&lt;br /&gt;
A variant of the IED trap that creates an EMP pulse. It's a more situational pick compared to the regular trap, due to its EMP explosion.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
*Instantly downs shields&lt;br /&gt;
*Stuns mechanoids for a long time&lt;br /&gt;
*Large blast radius&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
*'''No physical damage'''&lt;br /&gt;
&lt;br /&gt;
Its use requires strong support to be effective as it can't deal any damage. It is excellent against mechanoids or shielded enemies, however.&lt;br /&gt;
&lt;br /&gt;
==== Mountain trap ====&lt;br /&gt;
An extreme version of the roof trap using overhead mountains instead of constructed roofs.&lt;br /&gt;
&lt;br /&gt;
To use it, you mine out a whole mountain except a pillar in the center. Then you damage that pillar until it has just a sliver of health left (25 or less for easy activation with a single [[sniper rifle]] shot). Mining out all the rocks at once will result in your colonists getting crushed by the trap.&lt;br /&gt;
&lt;br /&gt;
It is triggered the same way as the regular roof trap, and has the same effect radius except victims are instantly killed and buried.  &lt;br /&gt;
The collapsed rocks spawned after this trap is triggered can be useful or harmful depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Rearming it is a lengthy process as you will have to mine out lots of rocks. This does provide a decent way to train miners though.&lt;br /&gt;
&lt;br /&gt;
Pros&lt;br /&gt;
*'''Instantly kills any enemy'''&lt;br /&gt;
*Leaves no corpses&lt;br /&gt;
&lt;br /&gt;
Cons&lt;br /&gt;
*Takes much longer and is more dangerous to re-arm&lt;br /&gt;
**You have to mine out everything then support the mountain roof with a low-HP wall; compare with regular roof trap which simply requires building the wall and the roofs&lt;br /&gt;
**Colonists risk death if you aren't careful&lt;br /&gt;
*No loot or capturable downed raiders&lt;br /&gt;
*Overhead mountains may not be easily available&lt;br /&gt;
&lt;br /&gt;
In mountainous areas where overhead mountains are abundant, this trap can absolutely destroy any incoming raids, especially when combined with funneling.&lt;br /&gt;
&lt;br /&gt;
=== Reactive firefoam poppers ===&lt;br /&gt;
&lt;br /&gt;
You should have some uninstalled firefoam poppers on hand. When a fire starts and you need to extinguish or control it, you can reinstall them near the fire, and trigger them.&lt;br /&gt;
&lt;br /&gt;
Firefoam on the ground slows movement speed of pawns by about 25%. As it covers a wide area, this can be slightly useful as area denial to slow down charging melee attackers, though it prevents the use of fire against them.&lt;br /&gt;
&lt;br /&gt;
=== Firefoam roof array ===&lt;br /&gt;
&lt;br /&gt;
Due to the slight slowing effect of firefoam, you can deploy a large amount of it to slow down enemies crossing by. However, since rain washes it away, you need to erect a roof to prevent that from happening. You also need to clear home area so colonists leave the firefoam alone.&lt;br /&gt;
&lt;br /&gt;
This has the added effect of creating an excellent firebreak against wildfires, as well as creating a [[#Roof trap|roof trap]] that can damage enemies.&lt;br /&gt;
&lt;br /&gt;
Initial deployment of the firefoam is very expensive without the use of chokepoints so it isn't recommended for open base designs.&lt;br /&gt;
&lt;br /&gt;
== Killboxes ==&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox. [[Fence]]s spaced 1-tile apart slow enemies down. Barricades near the entrance prevent enemies from standing on the corner. Traps and fences allow colonists to pass unimpeded, but enemies will walk through the traps. Doors can be closed in case of [[manhunter]]s.]]&lt;br /&gt;
&lt;br /&gt;
Killboxes are heavily trapped, armed areas where enemies are funneled into so they can be destroyed easily.&lt;br /&gt;
&lt;br /&gt;
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening, which opens into a zone where your colonists and turrets are located.&amp;lt;br&amp;gt;&lt;br /&gt;
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them, or traps to destroy them while they try to move in to attack. In the killzone, enemies lack cover and are within close range, while your colonists have plenty of cover to fight from.&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them. A well-built killbox can easily neutralize the threat of many raids, which may make the game less fun for some players.&lt;br /&gt;
&lt;br /&gt;
Note that killboxes aren't a catch-all solution to enemy threats, and you still need tactics to handle drop pod raiders or sappers.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The entryways should lead to a large 'box' where the killing begins (hence 'killbox'). The box should be surrounded by cover sources (preferably walls plus sandbags) where your colonists fire on the enemy. For increased firepower you may build turrets as well, away from your colonists' firing line and separated from each other by walls, in case they explode.&lt;br /&gt;
&lt;br /&gt;
It's always best to double-wall the &amp;quot;receiving&amp;quot; end of your killboxes as the sheer firepower raining on your enemies will inevitably destroy some of your own walls by accident, allowing raiders to flood in from another direction, bypassing traps and overwhelming your defenders. This is especially true if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Entryways ===&lt;br /&gt;
&lt;br /&gt;
Any entryways of the killbox should not be straight, otherwise raiders will simply fire using the entryway as cover. Instead, you should have a turn to break line of sight, prompting the raiders to enter an area where you can get them easily. For better effect, put a grave or other similar object that raiders can't stand on. The entryway should be single wide to allow the use of [[Defense tactics#Melee blocking|melee blocking]] if necessary.&lt;br /&gt;
&lt;br /&gt;
The below shows the results of different killbox entryways.&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:Killbox_right.png|Right design of a killbox entryway. Raiders are prompted to move into the killbox, sometimes so close that they prefer to melee attack instead of shoot.&lt;br /&gt;
File:Killbox_wrong.png|Wrong design of a killbox entryway. Raiders are bunching up in the entryway, using its walls as cover.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Entryways should be long, but not too long, corridors with [[sandbag]]s or [[barricade]]s every second tile to slow enemies. Do not place a continuous line of sandbags or barricades, as pawns only slow down when they are climbing on and off the two (similar to real life, as you can just run on the barricade after you climb on it). In between the spaces, spike traps can be placed to soften up the raiders (with doors adjacent to the sandbags so your colonists can replace them). At the end of the corridor, place a T-Shaped sandbag line (do not alternate with empty tiles like before), as pawns cannot stand on the sandbags and therefore are incapable of using the corridor exit walls as cover. [[IED trap]]s can be used, but should be used sparingly lest they blow up all the walls of the corridor.&lt;br /&gt;
&lt;br /&gt;
Don't make your entryway excessively long, otherwise raiders will think it's not worth it going such a distance and will decide to go for something else instead. Manhunters however will still chase colonists down a long corridor or over extreme distances, so you can have some dedicated anti-manhunter killboxes with extra-long corridors for this purpose.&lt;br /&gt;
&lt;br /&gt;
If your entryway is long then you may need to build doors to allow friendlies to enter without setting off your own traps or having to go through all the obstacles. This door obviously needs to be fortified against enemy attacks.&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:Slowing_tunnel_long.png|Entryway with alternating sandbags to slow raiders and doors to provide access. Slows raiders but not colonists.&lt;br /&gt;
&amp;lt;!-- File:Trap_tunnel.png|Same entryway but with spike traps. Deals heavy damage to incoming raids but costs a lot to build. --&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Different equipment is necessary in different situations. &lt;br /&gt;
&lt;br /&gt;
==== Short-range killboxes ====&lt;br /&gt;
Colonists defending in a short-range killbox will be shooting at a large number of targets no more than a few tiles away. Thus, defenders should use close ranged high damage weaponry for firing at raiders.&lt;br /&gt;
&lt;br /&gt;
* [[Chain shotgun]]s inflict extreme pain at killbox range, surpassing the DPS of every other weapon at short range or less.&lt;br /&gt;
* [[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox, but require large amounts of resources to craft ({{Required Resources|Minigun}}).&lt;br /&gt;
* [[Charge rifle]]s and [[heavy SMG]]s are second-tier picks, being able to dish out hurt against closely grouped targets at close-mid ranges.&lt;br /&gt;
* Long range weapons are not optimal due to low DPS. Instead, use them to pick off survivors outside the killbox.&lt;br /&gt;
* Grenades are good if you can time them right. Throw them near the entrance where each explosion can hit a tight group of raiders, especially if they're slowed down with obstacles, but take care not to demolish your own walls.&lt;br /&gt;
*Have melee colonists stand nearby as raiders who enter your killbox may decide to melee charge you instead.&lt;br /&gt;
&lt;br /&gt;
==== Long-range killboxes ====&lt;br /&gt;
Colonists defending in long-range killboxes will be shooting at bunched up raiders. Thus, defenders should use mid-range, fast firing, and decently accurate weapons to inflict as much damage as possible. Note: It is possible to modify a killbox in a pattern that leverages both long and short range weapons. This can be accomplished by creating a passage that has a 45 degree angle &amp;quot;open to the field&amp;quot; while keeping the main 90 degree passage open to short range fire only.&lt;br /&gt;
&lt;br /&gt;
* [[Charge rifle]]s are the best weapon{{Check Tag|Arguable}} for this purpose, shooting 3 semi-accurate high damage charge shots. It also has a decent 26 tile range and an excellent 35 percent armor penetration, essential for killing targets late game, when your killbox is more developed.&lt;br /&gt;
* [[Heavy SMG]]s are excellent alternatives to charge rifles. Significantly cheaper but similarly skill friendly and with a solid DPS. &lt;br /&gt;
* [[Assault rifle]]s are basically charge rifles with lower damage and armor penetration, but making it up for its longer range and higher accuracy. Higher skilled pawns are required to make use of their range however. &lt;br /&gt;
* [[Minigun]]s, [[Chain shotgun]]s, and perhaps [[LMG]]s are second options, excelling at crowd control, especially against tribals.&lt;br /&gt;
* Explosive weapons are not advised, as raiders will be moving around the killbox frequently, and grenades have a delay between the grenade hitting the ground and the explosion of the grenade.&lt;br /&gt;
&lt;br /&gt;
=== Turrets ===&lt;br /&gt;
You can put turrets in a killbox. They help to provide additional firepower alongside your colonists.&lt;br /&gt;
&lt;br /&gt;
You may also choose to fully arm your killbox with turrets, with enough to single-handedly take out raids especially in tandem with traps. Doing this allows you to defeat raids automatically without the need to divert colonists from other jobs, but eats up power when active and resources to maintain, and is vulnerable to solar flares, EMP grenadiers or smoke, so you will need backup.&lt;br /&gt;
&lt;br /&gt;
Turrets should preferably have their own cover. They should also be connected to a separate grid which can be shut off to deactivate them all, to save power when not active.&lt;br /&gt;
&lt;br /&gt;
Mini-turrets and autocannons are the best choices for killboxes, being able to dish out hurt at killbox ranges. Place mini-turrets close up to the enemy, while place autocannons slightly farther away to keep enemies out of its minimum range.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you can keep the enemy in one spot, a specially designed killbox can allow uranium slug turrets to function well. Uranium slug turrets are most accurate at 40 tiles or above, achieving a maximum of ~61% accuracy against human enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. Slug turrets are good against tankier pawns, as a uranium slug can easily rip through [[Centipede]] and [[Power armor]].&lt;br /&gt;
&lt;br /&gt;
It is better to 'Hold fire' until the enemies have actually entered the killbox, for all the turrets will focus fire on the first enemy to try and go through the entrance, which is very much overkill.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
As [[Defense tactics#Melee blocking|melee blocking]] is more effective than even a killbox used normally against melee only attacks, it's best to have somewhere that you can do this.&lt;br /&gt;
&lt;br /&gt;
Melee blocking can be done at killbox entrances, as long as it is one-tile wide and has sufficient empty space in front. Both the entrance to the killing area and the entrance to the covered area where colonists fire onto enemies will work:&lt;br /&gt;
*Doing it in the killing area allows you to spare the turrets from immediate destruction, and they may add firepower.&lt;br /&gt;
*Doing it in the covered area entrance allows you to sustain fewer injuries by having the turrets take the damage first.&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
&lt;br /&gt;
Enemies carrying explosive weapons can be very damaging towards your killbox and the defenders inside.&lt;br /&gt;
&lt;br /&gt;
[[Centipede]]s with [[inferno cannon]]s can counter killboxes as the fire makes your colonists lose control and run out of cover, and the flames can destroy turrets easily. Having some [[firefoam popper]]s inside your box helps a lot with extinguishing fires and preventing future fires.&lt;br /&gt;
&lt;br /&gt;
Another counter for killboxes are raiders with the [[triple rocket launcher]] and [[doomsday rocket launcher]]. If they manage to shoot inside your box the damage can be massive, and it is hard to distract them in a killbox. You can concentrate fire from your colonists on them, or keep [[psychic shock lance]]s and [[psychic insanity lance]]s near and use them if you see that they will not die fast enough.&lt;br /&gt;
&lt;br /&gt;
=== Fire killbox ===&lt;br /&gt;
&lt;br /&gt;
Besides killing enemies with conventional weapons, roasting them with fire is also an effective choice. You need to lure them inside, light up flammable objects to heat up the killbox, and evacuate colonists so they don't get roasted as well.&lt;br /&gt;
&lt;br /&gt;
Fire killboxes are slightly more complicated to operate than a regular one, where you can simply wait inside and fire; you will need to direct colonists, while others light up fires and then make a break for it. &amp;lt;br&amp;gt;&lt;br /&gt;
You can shut off the killbox by either leaving doors open to let enemies in, which you then shut off by disabling &amp;quot;keep open&amp;quot;, then directing a colonist through them, or by building walls.&lt;br /&gt;
&lt;br /&gt;
They need to be at least walled to prevent enemies from breaking out, and also to insulate it from the outside so that temperatures rise faster. Stone walls are optimal as they are non-flammable.&lt;br /&gt;
&lt;br /&gt;
== Killhall ==&lt;br /&gt;
{{rewrite|section=1|reason=Largely similar to killboxes, should be merged with that section}}&lt;br /&gt;
Another possibility is to build a long corridor with traps, that can also be used shoot enemies from cover: a &amp;quot;killhall&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It acts as an active and passive defense:&lt;br /&gt;
* If used actively, it allows to kill enemies will little to no harm done to colonists, and with little damage to repair after the attack.&lt;br /&gt;
* If used passively, it'll lure enemies into [[spike trap]]s. Only very large or tough groups of enemies may go through (by springing all the traps), or possibly enemies with the &amp;quot;[[nimble]]&amp;quot; trait (that will avoid all of them).&lt;br /&gt;
&lt;br /&gt;
If the first part has many obstacles (e.g. [[stone chunk]]s, [[barricade]]s or [[sandbags]]), and another branch of the corridor is empty and ended with a flimsy door (e.g. a wooden [[door]], or better: an [[animal flap]]), fleeing enemies will try to escape by this seemingly faster exit, but they will fall into another group of spike traps, eliminating the rest of the raid.&lt;br /&gt;
&lt;br /&gt;
A drawback is that last part of the corridor has to be quite long to work properly, i.e. a bit more than the [[Property:Range|range]] of the weapons used (e.g. 30 tiles for [[assault rifle]]s and [[charge lance]]s, 45 for [[sniper rifle]]s).&lt;br /&gt;
This is not an issue if it is placed under a mountain, the best location being at the corner of the map.&lt;br /&gt;
&lt;br /&gt;
=== Attack of a killhall ===&lt;br /&gt;
An attack will proceed as follows: &lt;br /&gt;
# Enemies will be lured into the hall, thinking it is an unobstructed way into the base.&lt;br /&gt;
# They are slowed by obstacles, leaving time for colonists to take position inside doors, hidden behind wall corners, waiting for them.&lt;br /&gt;
# Enemies are shot one by one by colonists, they are slowed by stone chunks and cannot rush in for a melee attack before they get shot. Enemies who shoot behind their friends others can sometimes hit them by mistake.&lt;br /&gt;
# Once half of them are dead, they decide to flee, but instead of going back by the way they used to enter, that looks cluttered by chunks, they try to break the doors on the side of the corridor.&lt;br /&gt;
# They are still shot at by colonists, but once they broke a door, it seems that there is only a flimsy animal flap between them and liberty.&lt;br /&gt;
# Unfortunately, what seems to be an exit path is littered with spike traps and they get killed one by one by them.&lt;br /&gt;
# If some of them still manage not to get killed by the traps, they get shot like clay pigeons in the exit corridor.&lt;br /&gt;
# It is now time for the colonists to strip the dead enemies of their possessions and store their corpses for later use...&lt;br /&gt;
&lt;br /&gt;
If colonists decide not to attack the invaders, half of them will be killed by the traps on the entrance way, the other half on the exit way.&lt;br /&gt;
If the attackers are manhunting animals or [[mechanoid]]s, they will not try to escape and will all be shot or being trapped.&lt;br /&gt;
&lt;br /&gt;
=== Example of a practical implementation ===&lt;br /&gt;
&lt;br /&gt;
[[File:Killhall.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
# Entrance and &amp;quot;escape exit&amp;quot;.&lt;br /&gt;
#* The entrance has a door &amp;quot;held open&amp;quot; and &amp;quot;forbidden&amp;quot;, so enemies can enter, but not friendlies.&lt;br /&gt;
#* The &amp;quot;escape exit&amp;quot; has an [[animal flap]] (can be substituted by a wooden [[door]]), leading fleeing enemies  to think that they can break it to escape quicker.&lt;br /&gt;
# &amp;quot;Slowing down&amp;quot; corridor, filled with [[stone chunk]]s spaced one tile apart that will slow down enemies, give time to prepare and make this path look like a slower way to escape.&lt;br /&gt;
# &amp;quot;Shooting range&amp;quot; corridor, where enemies will be shot at from distance and will be forced to advance one behind another. It is also filled with stone chunks to slow them while they're being shot at (as chunks may be moved or destroyed during the attack, 1×1 [[stockpile zone]]s allowing only stone chunks should be placed, enabling their quick rearrangement).&lt;br /&gt;
#* Above, the &amp;quot;escape exit&amp;quot; corridor, filled with spike traps (doors allow replacing traps without having to walk on them).&lt;br /&gt;
#* Below, the &amp;quot;entrance to the base&amp;quot;, also filled with traps.&lt;br /&gt;
# Part of the hall where colonists will shoot, taking cover with the wall corners. If the enemy has weapons with more range than colonists, they can hide behind the doors and pop out when the enemy is close enough.&lt;br /&gt;
# &amp;quot;Entrance to the base&amp;quot; (or at the part that enemies are planning to reach), with wall corners at the end to use as shooting positions (in case some enemies reach this part).&lt;br /&gt;
# Human corpses walk-in fridge, to put the bodies after the battle and keep them away from the view of colonists, avoiding the &amp;quot;[[Mood#Observed corpse|observed corpse]]&amp;quot; debuff.&lt;br /&gt;
#* It should be quite large, as enemy raids grow in size, and butchering humans should not be done every day, to avoid a permanent [[Mood#I butchered humanlike|I]]\[[Mood#We butchered humanlike|we butchered humanlike]] debuff (see the possible [[Human resources#Mitigation strategies|mitigation strategies]]). It can also hold the [[human leather]] stock, as it takes much space once butchering is done. &lt;br /&gt;
#* This can also be a place where corpses are burned, if it is preferred to butchering.&lt;br /&gt;
# Human [[kibble]] factory, where [[human meat]] can be processed into kibble (that extends hugely its conservation time, can be sold, or fed to any animal). &lt;br /&gt;
# Repair stock, that holds the necessary materials to quickly repair the walls and the spike traps after an attack.&lt;br /&gt;
# Hospital for prisoners, to quickly save them if they survive.&lt;br /&gt;
&lt;br /&gt;
Points 6 to 9 are optional, but are great improvements if used.&lt;br /&gt;
&lt;br /&gt;
==== Additional notes ====&lt;br /&gt;
* Walls of the parts 3 and 4 should be tough and fireproof. Best would be [[plasteel]], then [[uranium]]; [[granite blocks]] may also be used but will break down faster, and flammable materials are to avoid at all costs.&lt;br /&gt;
* Flooring should be put in place to keep the mood of the colonists high when they are in the area.&lt;br /&gt;
* Walls and flooring of the parts 2 and 5 doesn't matter, as colonists will very rarely go there, and there shouldn't be much fighting in these parts anyway.&lt;br /&gt;
* Spike traps should be made out of [[steel]], as it has the best price-quality ratio for this device (nevertheless, steel is flammable in RimWorld, but here, traps are protected behind the walls and doors).&lt;br /&gt;
* Accurate weapons should be preferred for colonists: the narrow corridor will be damaged unnecessarily if explosives are used, or weapons like [[shotgun]]s or [[minigun]]s (not to speak of their reduced range).&lt;br /&gt;
* The hall should like an unobstructed path to enter the colony (i.e. no closed door between the outside and the inside of it), but the doors leading to it that will be used by colonists should be strong enough to deter attackers from trying to break them.&lt;br /&gt;
* The number of stone chunks in the way is also important: if there are not enough of them, fleeing enemies will just escape by the way they attacked and will not be led into the spike traps on the supposedly quicker escape route.&lt;br /&gt;
&lt;br /&gt;
== Situational ==&lt;br /&gt;
&lt;br /&gt;
=== Crashed ships ===&lt;br /&gt;
&lt;br /&gt;
It is vital to know Mechanoids' behavior:&lt;br /&gt;
&lt;br /&gt;
* Any attack to the ship will trigger its guardians, and they have a long aggro range of around 40 tiles from their spawn point. The larger the map, the easier it can be to deal with them, as long as the ship crashes away from your base. This means that as long as they are far from your base, Mechanoids will still NOT chase you yet.&lt;br /&gt;
* When the ship's health falls below 50%, Mechanoids will stop guarding and will instead proceed to attack your base as a normal raid.&lt;br /&gt;
&lt;br /&gt;
You can trigger a ship's guardians from a long distance either by bombarding with mortars or hit-and-run with sniper rifles.&lt;br /&gt;
&lt;br /&gt;
Currently, the best approach is to deal with the Scythers first, followed by their ranged units. There are a variety of alternatives, but the nature remains the same; hinder the melee range closing-in of their shock troops. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
&lt;br /&gt;
Though these ships are &amp;quot;time bombs&amp;quot;, instead of immediate action, you can spend a few days building preparations before engaging them.&lt;br /&gt;
* Placing a spike trap right in front of your sandbag may be helpful if the need to retreat arises, as mechanoids will very likely want to use the shortcut.&lt;br /&gt;
* Always make sure you have a safe path between your walls and your base, so that there's safe cover between your &amp;quot;ins&amp;quot; and &amp;quot;outs&amp;quot;; battles can take a long time if short on numbers.&lt;br /&gt;
&lt;br /&gt;
Building IED traps can also be a good way to hurt the mechanoids, especially if there is a long distance between your colonists and the ship part. High-explosive traps deal hefty damage to incoming scythers and lancers, while EMP traps stun them, making them vulnerable to attack. &amp;lt;br&amp;gt;&lt;br /&gt;
If possible, a properly placed antigrain IED trap can obliterate most of the mechanoids, leaving a few heavily damaged centipedes to fight at most.&lt;br /&gt;
&lt;br /&gt;
You may also want to keep a few firefoam poppers nearby. Trigger some of them before combat to prevent fires, and leave a few more to rapidly extinguish a group of burning colonists at once.&lt;br /&gt;
&lt;br /&gt;
After you have finished preparing, you can use EMP shells to stun the mechanoids. Proper firing will make them helpless hunks of metal, once you get used to this technique, you can even preemptively fire EMP shells and then trigger the guardians, so as soon as they pop out, they instantly get hit by EMP shells. The number of manned mortars will factor in, as the chance to miss for each shell is quite large.&lt;br /&gt;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
Use the &amp;quot;fire wall&amp;quot; cover approach detailed above, with melee units stationed behind each sandbag to hold off the scythers while your gunners lay fire on other mechanoids.&lt;br /&gt;
&lt;br /&gt;
Ideally, the cover should be placed a distance from the ship, giving you time to soften incoming scythers with concentrated fire.&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:CSP v1 new tactics 101-00.png|Zoom out&lt;br /&gt;
File:CSP v1 new tactics 101-01.png|Zoom in&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 'The Purifier' ===&lt;br /&gt;
&lt;br /&gt;
This is a powerful way to burn a massive [[infestation]] to a crisp. Provided that the infestation have no direct access to map edges and unroofed areas. &lt;br /&gt;
&lt;br /&gt;
To start, build a medium-sized room (approx. 5x5) with triple-thick stone walls, next to the infestation. Fill it with [[Straw matting]]s, and flammable objects such as wooden [[barricade]]s, it has good hp which means it will burn for longer and has high flammability, so it will catch fire quickly. Another alternative is to use tainted clothing.&lt;br /&gt;
&lt;br /&gt;
After that, dig a 1-wide tunnel towards the infestation at night when the insects are sleeping. Finally, toss a Molotov into the room. &lt;br /&gt;
&lt;br /&gt;
Once the temperatures reach ({{Temperature|250}}), insects will begin to burn. They will attempt to dig out by rushing towards the purifier, but be set alight by the burning [[Straw matting]], making them unable to dig. Temperatures can rapidly reach {{Temperature|500}} or above, boiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
&lt;br /&gt;
Although using this method will not yield you valuable [[insect jelly]].&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174472</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=174472"/>
		<updated>2026-01-27T23:49:10Z</updated>

		<summary type="html">&lt;p&gt;Paintsimmon: humanlike -&amp;gt; human&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;
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.{{Check Tag|Including tamed animals and prisoners|About six of my farm animals and one of my prisoners were also teleported to the labyrinth.}}&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. (15-80 day cooldown)&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 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, 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. Many of these doors require colonists to force them 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, jammed or not, that are 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 standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any &amp;quot;normal&amp;quot; tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} 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;
=== Layout ===&lt;br /&gt;
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one --&amp;gt;&lt;br /&gt;
{| {{STDT| c_01 text-center sortable}}&lt;br /&gt;
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room&lt;br /&gt;
|-&lt;br /&gt;
! Empty&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Endless Pit&lt;br /&gt;
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || [[Endless pit]] (2 x 2, 2 x 3, 3 x 3) || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Obelisk&lt;br /&gt;
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Floor Etchings&lt;br /&gt;
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Dead Body&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Corpse Room&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 human corpses and 4 - 10 blood filth || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Statue Deadlife&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false&lt;br /&gt;
|-&lt;br /&gt;
! Statue Teleporter&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true&lt;br /&gt;
|-&lt;br /&gt;
! Sleeping Fleshbeast&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned Camp&lt;br /&gt;
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animal Corpses&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Harbinger&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Trees&lt;br /&gt;
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Gray Box&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 20x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Large Empty Gray Box&lt;br /&gt;
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 5x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Floor Ramblings&lt;br /&gt;
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true&lt;br /&gt;
|-&lt;br /&gt;
! Child Room{{BiotechIcon}}&lt;br /&gt;
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true&lt;br /&gt;
|}&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]] - 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, if the [[Biotech DLC]] is active, another type of &amp;quot;loot&amp;quot; relevant to the player can appear in the form of custom, player-designed [[Xenotype]]s, potentially assigned to the [[corpse]]s within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the ''only'' way to acquire those that are not referenced directly by an [[Ideoligion]]{{IdeologyIcon}} 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]]s 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. 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 major threat hits the colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.&lt;br /&gt;
&lt;br /&gt;
While the maze contains some resources to help with traversal, it can 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 under-prepared 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;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labyrinth full exploration.png|Fully explored map&lt;br /&gt;
Labyrinth full unfog.png|Same map, but completely defogged&lt;br /&gt;
Labyrinth child room.png|Child Room in a labyrinth showing a desiccated newborn&lt;br /&gt;
Labyrinth animals.png|Animals room with a single [[Rhinoceros]]&lt;br /&gt;
Labyrinth harbinger.png|Harbinger room mixed with a dead body room&lt;br /&gt;
Labyrinth abandoned camp.png|Abandoned Camp room which spawned with a torch but no [[Packaged survival meal]]&lt;br /&gt;
Labyrinth obelisk.png|Obelisk exit room&lt;br /&gt;
Labyrinth large gray box.png|Large Gray Box room&lt;br /&gt;
Labyrinth statue teleporter.png|[[Gray statue]] teleporter room. You can tell it's a teleporter because there are no corpses in the room&lt;br /&gt;
Labyrinth trees.png|Trees room mixed with a Sleeping Fleshbeast room&lt;br /&gt;
Labyrinth gray box etching.png|Gray Box room mixed with either a [[Floor etching]]s room or a Floor Ramblings room&lt;br /&gt;
Labyrinth deadlife statue.png|Statue Deadlife room - you can tell it's a Deadlife statue because of the adjacent corpses&lt;br /&gt;
Labyrinth endless pit.png|Endless Pit room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* [[Anomaly (DLC)]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Paintsimmon</name></author>
	</entry>
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