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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T06:02:45Z</updated>
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		<id>https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=137669</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Main_Page&amp;diff=137669"/>
		<updated>2023-10-23T14:26:04Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: changed as per ludeon studios' request&lt;/p&gt;
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&amp;lt;center&amp;gt; [[Image:rimworldlogo.png|link=Main Page|600px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &amp;lt;big&amp;gt;'''[https://rimworldgame.com RimWorld]''' is an indie space colony management game developed by '''[https://ludeon.com/blog/studio/ Ludeon&amp;amp;nbsp;Studios]''', a Canadian-based game studio founded by '''[https://tynansylvester.com/ Tynan&amp;amp;nbsp;Sylvester]'''.&amp;lt;br/&amp;gt; Read more about the game at [[About RimWorld]].&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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The current stable versions are {{PCIcon}} '''{{Current Version|link=1}}''' and {{ConsoleIcon}} '''{{Current Version|link=1|console=1}}''', and a complete version history can be found via the [[Version history]] page.&lt;br /&gt;
&lt;br /&gt;
For info on releases, see the [[File:LudeonLogoSquare.png|16px|link=https://ludeon.com]] [https://ludeon.com Ludeon development blog] and [[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/patch-notes]] [https://rimworld.double11.com/patch-notes Double Eleven Patch Feed] respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can help update the wiki by editing today, [[Special:CreateAccount|sign up]] optional!&lt;br /&gt;
It is recommended to read about [[Help:Wiki markup cheatsheet|Wiki basics]] and our [[RimWorld_Wiki:Style_guide|Style guide]].&lt;br /&gt;
&lt;br /&gt;
You can find current wiki projects in the [[RimWorld Wiki:Community portal|Community Portal]], the [https://discordapp.com/invite/UTaMDWc #wiki-suggestions] channel on Discord, and the [[RimWorld Wiki:To-do|To&amp;amp;nbsp;do&amp;amp;nbsp;list]].&lt;br /&gt;
&lt;br /&gt;
If you spot something that may require administrator attention, please report it to the [[RimWorld_Wiki:Admin_noticeboard|Admin Noticeboard]].&lt;br /&gt;
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}} articles]].&amp;lt;br/&amp;gt;&lt;br /&gt;
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:&amp;amp;#9642;&amp;amp;nbsp;[[File:Steam2.png|16px|link=https://store.steampowered.com/app/294100/RimWorld/|Steam]] [https://store.steampowered.com/app/294100/RimWorld/ Steam Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:LudeonLogoSquare.png|16px|link=https://ludeon.com/forums/|Ludeon Forums]] [https://ludeon.com/forums/ Ludeon Forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Twitter2.png|16px|link=https://twitter.com/tynansylvester|Twitter]] [https://twitter.com/tynansylvester Tynan Sylvester on Twitter]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Reddit2.png|16px|link=https://www.reddit.com/r/RimWorld/|Reddit]] [https://www.reddit.com/r/RimWorld/ RimWorld on Reddit]&lt;br /&gt;
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:&amp;amp;#9642;&amp;amp;nbsp;[[File:Double Eleven Logo Only.png|16px|link=https://rimworld.double11.com/]] [https://rimworld.double11.com/ Double Eleven RimWorld Page]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:irc_icon.png|16px|link=https://webchat.quakenet.org/?channels=rimworld|IRC]] [https://webchat.quakenet.org/?channels=rimworld RimWorld IRC Channel]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:bay12_icon.png|16px|link=http://www.bay12forums.com/smf/index.php?topic=131168.0|Bay12 Forums]] [http://www.bay12forums.com/smf/index.php?topic=131168.0 RimWorld on Dwarf Fortress forums]&lt;br /&gt;
:&amp;amp;#9642;&amp;amp;nbsp;[[File:Discord.png|16px|link=https://discordapp.com/invite/UTaMDWc|Discord]] [https://discordapp.com/invite/UTaMDWc RimWorld Discord]&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;h3&amp;gt;&amp;lt;b&amp;gt;Need some help? Check out the [[guides]] for information!&amp;lt;/b&amp;gt;&amp;lt;/h3&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Concepts&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Basics&lt;br /&gt;
|Label=Basics&lt;br /&gt;
|Image=Modal Info Icon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Controls]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[User interface]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Learning helper]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Lore]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub Fiction Primer]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Colony Building Guide|Colony Building]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quickstart Guides]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gameplay&lt;br /&gt;
|Label=Gameplay&lt;br /&gt;
|Image=RimWorldLogo.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Caravan]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Environment]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Events]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Research]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Time]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trade]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Orders]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/About_RimWorld&lt;br /&gt;
|Label=Extras&lt;br /&gt;
|Image=LudeonLogoSquare.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Version|Version&amp;amp;nbsp;History]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Save file]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Development mode]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mods]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Modding Tutorials|Modding tutorials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Combat&lt;br /&gt;
|Label=Combat&lt;br /&gt;
|Image=Assault rifle.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Cover]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drafting]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Offense_tactics|Offense]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_structures|Structures]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Defense_tactics|Tactics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Game_Creation&lt;br /&gt;
|Label=World&lt;br /&gt;
|Image=World gen preview.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Scenario system]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[AI Storytellers|AI storytellers]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[World generation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Biomes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Factions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Royalty&lt;br /&gt;
|Label=Royalty&lt;br /&gt;
|Image=RoyaltyIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Titles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Quests]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Psycasts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Techprint]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Persona weapon]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Ideology&lt;br /&gt;
|Label=Ideology&lt;br /&gt;
|Image=IdeologyIcon.png&lt;br /&gt;
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&amp;amp;#9642; [[Ideoligion]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Roles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Rituals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Style|Styles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Slavery]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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|Link=https://rimworldwiki.com/wiki/Biotech&lt;br /&gt;
|Label=Biotech&lt;br /&gt;
|Image=BiotechIcon.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Reproduction]] and [[Children]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Genes]] and [[Xenotypes]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanitor]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid creation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Pollution]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Items&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Gear&lt;br /&gt;
|Label=Gear&lt;br /&gt;
|Image=CowboyHat.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Weapons]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Apparel]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Armor]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Clothing]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Utility]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Resources&lt;br /&gt;
|Label=Resources&lt;br /&gt;
|Image=Woodlog_c.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Materials]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Textiles]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Drugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Food]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Doctoring#Medicines|Medicine]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Research&lt;br /&gt;
|Label=Technology&lt;br /&gt;
|Image=LongRangeMineralScanner.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Power|Electricity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Deep drill]]ing&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Moisture pump]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Long-range mineral scanner|Mineral scanning]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Bionics]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Architect&lt;br /&gt;
|Label=Building&lt;br /&gt;
|Image=Granite blocks.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Zone]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Structure]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Production]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Furniture]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Power]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Security]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Misc]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Floors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Recreation]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Temperature]]&amp;lt;br/&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;min-width:305px;margin-top:12px;&amp;quot;&amp;gt; &amp;lt;h2&amp;gt;Life&amp;lt;/h2&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Characters&lt;br /&gt;
|Label=Characters&lt;br /&gt;
|Image=Colonist.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Backstories]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Health]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Body parts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mood]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Needs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Skills]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Social]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Thoughts]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Traits]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Plants&lt;br /&gt;
|Label=Flora&lt;br /&gt;
|Image=Alocasia a.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Decorative plants|Decorative]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642;&amp;amp;nbsp;[[Domesticated plants|Domesticated]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Trees]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Wild plants|Wild]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1;max-width:600px;&amp;quot;&amp;gt;{{MainPageNav&lt;br /&gt;
|Link=https://rimworldwiki.com/wiki/Character_Types&lt;br /&gt;
|Label=Fauna&lt;br /&gt;
|Image=Turkey.png&lt;br /&gt;
|Col1=&lt;br /&gt;
&amp;amp;#9642; [[Colonist]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Prisoners]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Raider]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Character Types#Visitors|Visitors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|Col2=&lt;br /&gt;
&amp;amp;#9642; [[Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;#9642; [[Mechanoid]]s}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld Wiki]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ailments&amp;diff=81858</id>
		<title>Ailments</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ailments&amp;diff=81858"/>
		<updated>2021-02-27T15:38:22Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Dementia */ don't think nuclear stomachs cause dementia?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
''This article is about chronic [[health]] conditions that cannot be treated completely using medicine alone.  For physical damage, see [[Injury]].  For treatable conditions, see [[Disease]].&lt;br /&gt;
&lt;br /&gt;
'mtb' stands for 'Mean Time Between', and is how it's presented in the game files.&lt;br /&gt;
&lt;br /&gt;
Some conditions can give rise to other conditions; the risk of this happening will diminish if the condition is treated.&lt;br /&gt;
&lt;br /&gt;
Most permanent ailments are curable with '''body part replacements''' or usage of the '''[[healer mech serum]]'''.&lt;br /&gt;
&lt;br /&gt;
==Chronic==&lt;br /&gt;
Ailments that come with age. EIther non-fatal, or progresses extremely slowly towards fatality compared to infectious diseases.&lt;br /&gt;
&lt;br /&gt;
===Alzheimer's===&lt;br /&gt;
A brain disease usually associated with aging. Alzheimer's disease causes progressive degradation in the ability to think and remember. Patients are known to forget close relatives and sometimes wander around in confusion.&lt;br /&gt;
&lt;br /&gt;
Alzheimer's progresses by 0.003 per day, meaning that it will take 333.33 days for it to reach full severity from when it first appears.&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;
| '''Alzheimer's (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 12 days'')&lt;br /&gt;
* Forget memory (''mtb of 7 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 9 days'')&lt;br /&gt;
* Forget memory (''mtb of 4 days'')&lt;br /&gt;
* ''0.15%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=50% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 7 days'')&lt;br /&gt;
* Forget memory (''mtb of 2 days'')&lt;br /&gt;
* ''0.5%'' of conditional thoughts nullified&lt;br /&gt;
|-&lt;br /&gt;
| '''Alzheimer's (major)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* -20% part efficiency&lt;br /&gt;
* Confused wandering (''mtb of 4 days'')&lt;br /&gt;
* Forget memory (''mtb of 0.8 days'')&lt;br /&gt;
* ''1%'' of conditional thoughts nullified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Alzheimer's at age 34.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 33.6, 56, 72, 80, 120&lt;br /&gt;
|y=0, 0, 0.061, 0.12, 0.2, 0.3 &lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Asthma===&lt;br /&gt;
A chronic health condition where inflammation causes the airways to narrow, restricting the flow of oxygen to the lungs. Unlike other chronic diseases, asthma can be contracted at almost any age, meaning it's not terribly uncommon to have an asthmatic person some time down the line.&lt;br /&gt;
&lt;br /&gt;
When not treated, it progresses by a rate of 0.25 per day, meaning it will take 2 days to reach full severity (50%).&lt;br /&gt;
&lt;br /&gt;
Good treatment will reduce the rate of progression by up to 0.8, meaning it will regress by 0.55 a day; it can be returned to its initial severity, but cannot be cured completely.&lt;br /&gt;
&lt;br /&gt;
Asthma's severity will fluctuate depending on the quality of treatment received, with a treatment quality of 32% beginning to regress the stages of asthma (the higher, the better).&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;
| '''Asthma (minor)''' || &amp;gt;=0% severity || -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=30% severity || -30% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Asthma (major)''' || &amp;gt;=45% severity || -50% part efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* The severity of asthma can be reduced with treatment, which can be given every 420,000 ticks (around 7 days).  One treatment applies to both lungs.&lt;br /&gt;
* Asthma can be cured by replacing the lung with a non-diseased one.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Asthma at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Asthma Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 16, 24, 40, 120&lt;br /&gt;
|y=0, 0.048, 0.096, 0.1344, 0.1344&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bad Back===&lt;br /&gt;
Degradation in the spinal column and surrounding musculature. This makes it hard to move and bend smoothly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Bad back''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -10% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A bad back can be cured by installing a [[bionic spine]]&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a Bad Back at age 41.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bad Back Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 40, 50, 60, 70, 80, 120&lt;br /&gt;
|y=0, 0, 0.93, 1.395, 1.395, 1.86, 1.86&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Cataracts===&lt;br /&gt;
Milky-looking opacity in the eye. Cataracts impair vision.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cataract''' || -50% part efficiency in the affected eye.  This results in 50% [[sight]] if both eyes are affected.&lt;br /&gt;
|}&lt;br /&gt;
Cataracts can be cured by replacing the affected eye with a [[bionic eye|bionic]] or [[archotech eye|archotech]] eye.&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Cataracts at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Cataracts Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.1045, 1.1045&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Carcinoma===&lt;br /&gt;
A carcinoma (or cancer) is where mutated cells uncontrollably divide to form tumours, which then 'crowd out' normal bodily cells and hinder bodily function in that area. Carcinomas can be surgically removed (requires a surgeon with at least 10 medicine skill), or healthy parts can be transplanted in some cases. Ordinary treatment (which can be performed by anybody) will prolong the development of a carcinoma or speed up remission, with better treatment being more effective.&lt;br /&gt;
&lt;br /&gt;
A carcinoma typically starts out at 30% severity. There is a 30% chance that a carcinoma won't cause any pain whatsoever.&lt;br /&gt;
&lt;br /&gt;
A cancer has 3 stages; growing, stable and remission.&lt;br /&gt;
*When growing, it progresses by 0.003 per day, multiplied by a factor of 0.45 - 1.65.&lt;br /&gt;
*When stable, it neither grows nor regresses on its own. &lt;br /&gt;
*When in remission, it regresses by 0.002 per day, multiplied by a factor of 0.7 - 1.5.&lt;br /&gt;
&lt;br /&gt;
Good treatment can slow progression by 0.0027 per day, meaning that the carcinoma will grow slower when in growing stage, regress slowly when stable (or for very slow-growing carcinomas), and regress quickly when in remission.&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;
| '''Carcinoma (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* Little pain (+10%)&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (minor)''' || &amp;gt;=15% severity ||&lt;br /&gt;
* Moderate pain (+20%)&lt;br /&gt;
* -25% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* Moderate pain (+35%)&lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* Acute pain (+50%)&lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Acute pain (+60%)&lt;br /&gt;
* -90% part efficiency&lt;br /&gt;
|-&lt;br /&gt;
| '''Carcinoma (extreme)''' || 100% severity ||&lt;br /&gt;
* Affected part is destroyed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Treated every {{ticks|240000}}&lt;br /&gt;
* Surgical removal; this needs 4 medicine (regular or above) and a doctor of Medicine skill 10 or above, and has only 70% base chance to succeed&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get a Carcinoma from normal aging at age 23. Carcinomas from other sources including [[Toxic buildup]] and [[Nuclear stomach]]s {{RoyaltyIcon}} can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Carcinoma Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 22.4, 80, 120&lt;br /&gt;
|y=0, 0, 0.11, 0.15&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Dementia===&lt;br /&gt;
Dementia is simply the functionality of the brain declining, and affects all cognitive functions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Dementia''' ||&lt;br /&gt;
* Impaired brain function (-15% part efficiency)&lt;br /&gt;
* Impaired speech (-25%)&lt;br /&gt;
** Net loss of 40% speech including brain function loss&lt;br /&gt;
* Impaired hearing (-25%)&lt;br /&gt;
** Net loss of 40% hearing including brain function loss&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Slightly accelerated skill loss&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
according to a curve, in loss of a skill level per day:&lt;br /&gt;
**0.05% at level 4&lt;br /&gt;
**0.15% at level 12&lt;br /&gt;
**0.25% at level 20&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Dementia from aging at age 69. Dementia from other sources including [[Toxic buildup]] can happen at any age.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 68, 76, 92, 120&lt;br /&gt;
|y=0, 0, 0.93, 9.3, 9.3&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Frail===&lt;br /&gt;
Generalized loss of muscle and bone density.  Note that frail ''can'' stack with bad back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Frail''' || &lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
* -30% [[Manipulation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can only be cured with [[Luciferium]] or a [[Healer mech serum]]&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Frail at age 51.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Frail Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 50, 60, 70, 120  &lt;br /&gt;
|y=0, 0, 1.395, 2.604, 2.604&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Artery Blockage===&lt;br /&gt;
A blockage in one of the critical arteries in the [[heart]]. Heart artery blockages randomly induce [[Ailments#Heart Attack|heart attacks]].&lt;br /&gt;
&lt;br /&gt;
Artery blockages progress by a base of 0.0007 per day, multiplied by a random factor between 0.5 - 3. &amp;lt;br&amp;gt;&lt;br /&gt;
This means that artery blockages can take anywhere from 7.9 to 47.6 in-game years from onset to become fatal on its own.&lt;br /&gt;
Artery blockages can be treated by replacing the heart.&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;
| '''Artery blockage (minor)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* -5% part efficiency&lt;br /&gt;
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 600 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% part efficiency&lt;br /&gt;
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 500 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% part efficiency&lt;br /&gt;
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 300 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (major)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -35% part efficiency&lt;br /&gt;
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 200 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || &amp;gt;=90% severity ||&lt;br /&gt;
* -60% part efficiency&lt;br /&gt;
* [[Ailments#Heart Attack|Heart attacks]] (''mtb of 120 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Artery blockage (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get an Artery blockage at age 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Artery blockage Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 20, 24, 40, 80, 120  &lt;br /&gt;
|y=0, 0, 0.1, 0.145, 0.16, 0.17&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
===Hearing Loss===&lt;br /&gt;
Inability to hear quiet sounds due to degradation of hair cells in the cochlea.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Hearing loss''' || &lt;br /&gt;
* -50% part efficiency (results in 50% [[hearing]] if both ears are affected)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Can be partially mitigated with one or two [[cochlear implant]]s&lt;br /&gt;
Can be completely mitigated with a single [[bionic ear]], even if the other ear remains affected&lt;br /&gt;
&lt;br /&gt;
A human pawn can first get Hearing Loss at age 49.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Alzheimers Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 48, 60, 70, 120&lt;br /&gt;
|y=0, 0, 0.53, 1.11045, 1.11045&lt;br /&gt;
|xAxisTitle = Pawn Age (Years)&lt;br /&gt;
|yAxisTitle = Chance/Birthday (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Acute==&lt;br /&gt;
Some ailments arise as a result of an acute lack of food or exposure to extreme temperatures.  These ailments can only be treated by addressing the underlying cause (e.g. providing food or moving to more comfortable temperatures).&lt;br /&gt;
&lt;br /&gt;
===Malnutrition===&lt;br /&gt;
When a pawn's [[#Eating|food]] meter reaches 0% they will begin to suffer from [[malnutrition]], shown on the Health tab. When a colonist is starving they will prioritize eating over other activities, including firefighting and doctoring.&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;
| '''Malnutrition (trivial)''' || 0.0 days since hunger hit zero ||&lt;br /&gt;
* -5% [[consciousness]]&lt;br /&gt;
* +50% hunger rate&lt;br /&gt;
* 1.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (minor)''' || 1.2 days since hunger hit zero ||&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (moderate)''' || 2.4 days since hunger hit zero ||&lt;br /&gt;
* -20% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 2.5x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (severe)''' || 3.5 days since hunger hit zero ||&lt;br /&gt;
* -30% [[consciousness]]&lt;br /&gt;
* +60% hunger rate&lt;br /&gt;
* 3x more likely to start a social fight&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 4.7 days since hunger hit zero ||&lt;br /&gt;
* Unconscious ([[consciousness]] max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Malnutrition (extreme)''' || 5.9 days since hunger hit zero ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- The duration of the different symptoms are approximate --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The exact limits are 0, 0.2, 0.4, 0.6, and 0.8 severity, with severity increasing by 0.17 per day --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
A reduction in the normal blood volume. Minor blood loss has relatively mild effects, but when blood loss becomes severe, oxygen transport becomes badly impaired and the victim loses the ability to move. Extreme blood loss leads to death.&lt;br /&gt;
&lt;br /&gt;
Blood loss occurs when a pawn has untreated bleeding [[#Injury|wounds]]. Bleeding wounds are identified on the Health tab by a blood icon and a tooltip shows the bleeding rate. Total blood loss is listed under Whole Body and its tooltip shows the total blood loss. Overall bleeding rate is shown at the bottom.&lt;br /&gt;
&lt;br /&gt;
Once all bleeding wounds are healed the pawn will start recovering from blood loss. It takes up to 4 days to fully recover.&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;
| '''Blood loss (minor)''' || &amp;gt;=15% blood loss || &lt;br /&gt;
*-10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (moderate)''' || &amp;gt;=30% blood loss || &lt;br /&gt;
*-20% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (severe)''' || &amp;gt;=45% blood loss || &lt;br /&gt;
*-40% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || &amp;gt;=60% blood loss || &lt;br /&gt;
* [[Consciousness]] 10% max&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood loss (extreme)''' || 100% blood loss || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heatstroke===&lt;br /&gt;
Heat stroke occurs when a pawn has prolonged exposure to temperatures well above their [[Maximum Comfortable Temperature|maximum comfortable temperature]].&lt;br /&gt;
&lt;br /&gt;
'''N.b.''' It is possible for a pawn to have both Heatstroke and Hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated. &lt;br /&gt;
&lt;br /&gt;
The exact way the rate of severity gain is calculated is currently unknown to this wiki. &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;
| '''Heatstroke (initial)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Heatstroke (100%)'''    || =1.00 Severity || &lt;br /&gt;
*Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hypothermia===&lt;br /&gt;
Hypothermia occurs when a pawn has prolonged exposure to temperatures well below their [[Minimum Comfortable Temperature|minimum comfortable temperature]].&lt;br /&gt;
&lt;br /&gt;
'''N.b.''' It is possible for a pawn to have both Heatstroke and Hypothermia at the same time if time is spent in both extreme heat and cold. Their severities are unrelated. &lt;br /&gt;
&lt;br /&gt;
The exact way the rate of severity gain is calculated is currently unknown to this wiki. &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;
| '''Hypothermia (shivering)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Manipulation]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (minor)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* [[Moving]] -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -20% &lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* [[Moving]] -30%&lt;br /&gt;
* [[Pain]] +15%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max 10%&lt;br /&gt;
* [[Pain]] +30%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (100%)'''    || =1.00 Severity || &lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hypothermic Slowdown (Insectoid)===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;&amp;quot;A special biological state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent damage. Some biologists call it a wakeful form of hibernation.&amp;quot;&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] avoid Hypothermia and experience Hypothermic Slowdown instead with similar penalties but avoiding death at 100% and no [[frostbite]].&lt;br /&gt;
&lt;br /&gt;
Slowdown value increases many times above 100% with apparently no upper limit. When defrosting insects this total value is used so defrost time is proportional to total time frozen.&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;
| '''Hypothermia (minor)''' || &amp;gt;0.04 Severity || &lt;br /&gt;
* [[Consciousness]] -5%&lt;br /&gt;
* [[Moving]] -8%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (moderate)'''   || &amp;gt;0.20 Severity || &lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* [[Moving]] -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Hunger Rate -10%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (serious)''' || &amp;gt;0.35 Severity || &lt;br /&gt;
* [[Consciousness]] -40% &lt;br /&gt;
* [[Moving]] -40%&lt;br /&gt;
* [[Manipulation]] -50%&lt;br /&gt;
* Hunger Rate -40%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hypothermia (extreme)''' || &amp;gt;0.62 Severity || &lt;br /&gt;
* [[Consciousness]] max 10%&lt;br /&gt;
* Hunger Rate -95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Drug damage ==&lt;br /&gt;
&lt;br /&gt;
These ailments are caused by excess drug use.&lt;br /&gt;
&lt;br /&gt;
=== Cirrhosis ===&lt;br /&gt;
&lt;br /&gt;
A degenerative liver disease caused by excessive alcohol consumption.&lt;br /&gt;
An otherwise healthy pawn with cirrhosis will have an [[Immunity Gain Speed|immunity gain speed]] of 70%, making them extremely vulnerable to disease.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cirrhosis''' || &lt;br /&gt;
* -60% part efficiency (liver)&lt;br /&gt;
* Slight [[Pain]] (+15%)&lt;br /&gt;
* -10% [[Moving]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Chemical damage ===&lt;br /&gt;
&lt;br /&gt;
Permanent damage that occurs as a result of drug overdose or tolerance. There are two variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (moderate)''' || &lt;br /&gt;
* -50% part efficiency&lt;br /&gt;
* Always applied to the brain&lt;br /&gt;
|-&lt;br /&gt;
| '''Chemical damage (severe)''' || &lt;br /&gt;
* -80% part efficiency&lt;br /&gt;
* Always applied to the kidneys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Kidney chemical damage can be cured by replacing with a non-damaged kidney&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
These ailments appear in gameplay, and usually wear off on their own (except death-causing ones).&lt;br /&gt;
&lt;br /&gt;
===Cryptosleep sickness===&lt;br /&gt;
After-effects of using a cryptosleep pod. Cryptosleep suspends and replaces many bodily functions in order to prevent aging and death. Upon exiting cryptosleep, the body takes time to restart and rebalance its natural metabolic processes. While this is ongoing, the patient suffers from nausea, dizziness, and a sense of fuzziness in the mind.&lt;br /&gt;
&lt;br /&gt;
Occurs after having been in a [[ship cryptosleep casket]] or a [[cryptosleep casket]] for any amount of time. The colonists at the start of the game of the default scenario have a chance of starting with cryptosleep sickness, as they were in cryptosleep before crashing on the planet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Cryptosleep sickness''' || &lt;br /&gt;
* Frequent vomiting (''mtb of 3 hours'')&lt;br /&gt;
* Impaired [[Consciousness]] (x80%)&lt;br /&gt;
* Impaired [[Moving]] (x90%)&lt;br /&gt;
* Impaired [[Manipulation]] (x90%)&lt;br /&gt;
|}&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off after {{ticks|10000}}&lt;br /&gt;
&lt;br /&gt;
===Food poisoning===&lt;br /&gt;
Occurs after having eaten a contaminated meal or occasionally from raw food. The [[Food Poison Chance|chance of contamination]] for cooked meals is determined by the cook's [[Skills#Cooking|skill]] and the [[Room stats#Cleanliness|cleanliness of the room]] where it was prepared&lt;br /&gt;
&lt;br /&gt;
Raw food has a flat chance of 2% of causing food poisoning. Note that food poisoning starts at 100% severity and drops to zero (and goes away) over the course of 24 hours.&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;
| '''Food poisoning (minor)''' || 0-4 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.3 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired [[Consciousness]] (x60%)&lt;br /&gt;
* Impaired [[Moving]] (x80%)&lt;br /&gt;
* Impaired [[Manipulation]] (x90%)&lt;br /&gt;
* Reduced [[Blood Filtration]] (x95%)&lt;br /&gt;
* Much slower [[Eating Speed|eating]] (x50%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (major)''' || 4-20 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.2 days'')&lt;br /&gt;
* Significant pain (+40%)&lt;br /&gt;
* Impaired [[Consciousness]] (x50%)&lt;br /&gt;
* Impaired [[Moving]] (x50%)&lt;br /&gt;
* Impaired [[Manipulation]] (x80%)&lt;br /&gt;
* Reduced [[Blood Filtration]] (x85%)&lt;br /&gt;
* Much slower [[Eating Speed|eating]]  (x30%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Food poisoning (recovering)''' || 20-24 hours from onset ||&lt;br /&gt;
* Vomiting (''mtb of 0.4 days'')&lt;br /&gt;
* Some pain (+20%)&lt;br /&gt;
* Impaired [[Consciousness]] (x60%)&lt;br /&gt;
* Impaired [[Moving]] (x80%)&lt;br /&gt;
* Impaired [[Manipulation]] (x90%)&lt;br /&gt;
* Reduced [[Blood Filtration]] (x95%)&lt;br /&gt;
* Much slower [[Eating Speed|eating]]  (x30%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toxic buildup===&lt;br /&gt;
&lt;br /&gt;
Primarily occurs with exposure to [[Events#Toxic Fallout|toxic fallout]]. A colonist under a roof is protected from exposure. Prolonged exposure gradually increases the buildup level. Once a colonist returns to a roofed area their buildup severity will gradually decrease. The buildup severity occurs in stages. The later stages cause permanent [[#Dementia|dementia]] which does not wear off even after toxic buildup subsides.  When a pawn affected by toxic buildup dies, there is a chance that its corpse will instantly rot - this chance is equal to the severity.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some attacks also cause toxic buildup, such as [[cobra]] bites, the [[venom talon]] {{RoyaltyIcon}} or [[venom fangs]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Once no longer exposed, severity reduces by 0.08 per day, meaning that it will take up to 12.5 days to eliminate all toxins accumulated in the body. However, colonists that reach high stages of toxic buildup are likely to develop further complications.&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;
| '''Toxic buildup (initial)''' || &amp;gt;=4% severity ||&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (minor)''' || &amp;gt;=20% severity ||&lt;br /&gt;
* -10% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (moderate)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* -15% [[Consciousness]]&lt;br /&gt;
* Vomiting (''mtb of 5 days'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''mtb of 146 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''mtb of 438 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (serious)''' || &amp;gt;=60% severity ||&lt;br /&gt;
* -25% [[Consciousness]]&lt;br /&gt;
* Vomiting (''mtb of 1 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''mtb of 37 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''mtb of 111 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || &amp;gt;=80% severity ||&lt;br /&gt;
* Unconsciousness (Max [[Consciousness]] 10%)&lt;br /&gt;
* Vomiting (''mtb of 0.5 day'')&lt;br /&gt;
* [[Dementia]] ('''permanent''', ''mtb of 13 days to develop'')&lt;br /&gt;
* [[Carcinoma]] (''mtb of 39 days to develop'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Toxic buildup (extreme)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brain shock===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;&amp;quot;After-effects of an electrical shock to the brain. This is generally cause by feedback from brain implants hit by EMP pulses.&amp;quot;  - '''In-game description'''&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Occurs when an [[EMP]] effect hits a pawn with the following brain implants:&lt;br /&gt;
* [[Learning assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Neurocalculator]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian assistant]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Circadian half-cycler]] {{RoyaltyIcon}}&lt;br /&gt;
It lasts between {{ticks|2500}} and {{ticks|3500}}.&lt;br /&gt;
&lt;br /&gt;
Despite only occuring with implants from the [[Royalty DLC]], it is defined in the Core code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Brain shock''' ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Surgical==&lt;br /&gt;
These ailments happen with medical operations.&lt;br /&gt;
&lt;br /&gt;
===Anesthetic===&lt;br /&gt;
Used in surgery to make sure that a pawn is unconscious. It can also be administered outside of operations using a medical bill, consuming medicine.&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;
| '''Anesthetic (sedated)''' || 0-6 hours from onset ||&lt;br /&gt;
* Unconscious ([[Consciousness]] max 1%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (woozy)''' || 6-12 hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (x80%)&lt;br /&gt;
* Impaired [[Consciousness]] (70% max)&lt;br /&gt;
* Impaired [[Moving]] (-20%)&lt;br /&gt;
* Impaired [[Manipulation]] (-20%)&lt;br /&gt;
* Impaired [[Metabolism]] (-20%&lt;br /&gt;
* Impaired [[Sight]] (-15%)&lt;br /&gt;
* Vomiting (''mtb of 0.25 days'')&lt;br /&gt;
* Confused wandering (''mtb of 5 days'')&lt;br /&gt;
* Forget memory thought (''mtb of 5 days'')&lt;br /&gt;
* Improved [[mood]] (+10)&lt;br /&gt;
|-&lt;br /&gt;
| '''Anesthetic (wearing off)''' || 12+ hours from onset ||&lt;br /&gt;
* Reduced [[pain]] (x95%)&lt;br /&gt;
* Impaired [[Consciousness]] (90% max)&lt;br /&gt;
* Impaired [[Moving]] (-5%)&lt;br /&gt;
* Impaired [[Manipulation]] (-10%)&lt;br /&gt;
* Vomiting (''mtb of 4 days'')&lt;br /&gt;
* Confused wandering (''mtb of 50 days'')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Wears off on its own between {{ticks|45000}} to {{ticks|75000}} even if severity has not reached 0%&lt;br /&gt;
** Surgery is unaffected even if it wears off before finished&lt;br /&gt;
&lt;br /&gt;
==== Version history ====&lt;br /&gt;
&lt;br /&gt;
Prior to 1.1 it lasted only {{ticks|15000}} and did not have any other stages afterwards.&lt;br /&gt;
&lt;br /&gt;
== Resurrection ==&lt;br /&gt;
&lt;br /&gt;
These may occur after a dose of [[resurrector mech serum]] is applied on a dead pawn.&lt;br /&gt;
&lt;br /&gt;
=== Resurrection sickness ===&lt;br /&gt;
After-effects of being resurrected by mechanite injection. Artificially-kickstarted body processes take time to rebalance themselves.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection sickness''' || &lt;br /&gt;
* Loss of [[Moving]] (max 10%)&lt;br /&gt;
* Loss of [[Manipulation]] (max 10%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Wears off anywhere from {{ticks|90000}} to {{ticks|150000}}&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*100% chance of being applied&lt;br /&gt;
&lt;br /&gt;
=== Blindness ===&lt;br /&gt;
&lt;br /&gt;
Mechanites fail to properly repair the eyes, instead causing more damage to it, resulting in blindness.&lt;br /&gt;
&lt;br /&gt;
Blindness from [[resurrector mech serum]] applies to both eyes, resulting in total blindness&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ailment !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Blindness''' || &lt;br /&gt;
* Complete loss of function (-100% part efficiency)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
* Replace eyes with [[bionic eye]]s or [[archotech eye]]s&lt;br /&gt;
&lt;br /&gt;
Probability:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
=== Resurrection psychosis ===&lt;br /&gt;
&lt;br /&gt;
Chaotic thought patterns caused by the decoherence of resurrection mechanites. Resurrection psychosis progresses and eventually causes total psychosis and death.&lt;br /&gt;
&lt;br /&gt;
The severity of the psychosis increases by 0.01 per day, meaning that it will kill in 100 days.  Hopefully this gives you enough time to find a [[healer mech serum]], the only treatment for the disease.&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;
| '''Resurrection psychosis (hidden)''' || &amp;gt;=0% severity ||&lt;br /&gt;
* No visible symptoms, doesn't show up in health tab&lt;br /&gt;
* Can still be cured with [[healer mech serum]] at this stage even if it is not visible.&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (early)''' || &amp;gt;=10% severity ||&lt;br /&gt;
* Frequent mental breaks (''mtb of 9 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (moderate)''' || &amp;gt;=25% severity ||&lt;br /&gt;
* [[Consciousness]] -10%&lt;br /&gt;
* Frequent mental breaks (''mtb of 6 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (advanced)''' || &amp;gt;=40% severity ||&lt;br /&gt;
* [[Consciousness]] -20%&lt;br /&gt;
* Frequent mental breaks (''mtb of 3 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (severe)''' || &amp;gt;=55% severity ||&lt;br /&gt;
* [[Consciousness]] -30%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (total)''' || &amp;gt;=70% severity ||&lt;br /&gt;
* [[Consciousness]] -40%&lt;br /&gt;
* Extremely frequent mental breaks (''mtb of 0.25 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || &amp;gt;=85% severity ||&lt;br /&gt;
* Pawn becomes unconscious ([[Consciousness]] max 10%)&lt;br /&gt;
|-&lt;br /&gt;
| '''Resurrection psychosis (catatonic)''' || 100% severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Treatment:&lt;br /&gt;
*Healer Mech Serum&lt;br /&gt;
*Allowing the pawn to die again, then resurrecting once more (rerolls the disease)&lt;br /&gt;
&lt;br /&gt;
Probability of contracting:&lt;br /&gt;
*2% chance when used at 0.1 days or less of decay&lt;br /&gt;
*Linearly increases to 80% after 5 days decayed&lt;br /&gt;
&lt;br /&gt;
==Heart Attack==&lt;br /&gt;
Heart Attacks can randomly occur on any pawn/animal at any time, but they become more frequent as they pass half of their life expectancy (e.g. 40 years in Humans), triggered by [[Events#Birthday|Birthday event]]. There must be more than 2 colonists on your colony for this to occur.&lt;br /&gt;
&lt;br /&gt;
The average interval between heart attacks is curved as follows (in days).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0-50% of LE: 99,999,999 - 99,999,999&amp;lt;br&amp;gt;&lt;br /&gt;
50-60% of LE: 99,999,999 - 2,500&amp;lt;br&amp;gt;&lt;br /&gt;
60-100% of LE: 2,500 - 300&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples of intervals and chances:&amp;lt;br&amp;gt;&lt;br /&gt;
55% of Life Expectancy (e.g. 44 in humans): 50,001,249.5 days (approx. 0.00000002% per day)&amp;lt;br&amp;gt;&lt;br /&gt;
80% of Life Expectancy (e.g. 64 in humans): 1,400 days (approx. 0.000714% per day)&lt;br /&gt;
&lt;br /&gt;
===Stages===&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;
|'''Painful''' || 0% Severity || &lt;br /&gt;
* [[Consciousness]] x50%&lt;br /&gt;
* [[Pain]] +40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Debilitating''' || 60% Severity || &lt;br /&gt;
* [[Consciousness]] max 10% (Unconciousness)&lt;br /&gt;
* [[Pain]] +60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fatal''' || 100% Severity || &lt;br /&gt;
*Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Progression ====&lt;br /&gt;
Heart attacks always start at 40% severity. Every {{ticks|5000}} the heart attack severity will randomly change by a value between -40% to +60%. This means that it is possible for a heart attack to treat itself on its own, but usually the heart attack progresses to fatal severity.&lt;br /&gt;
&lt;br /&gt;
==== Treatment ====&lt;br /&gt;
Like injuries, medicine can be used to treat a heart attack. &lt;br /&gt;
&lt;br /&gt;
Doctors treating heart attacks will administer treatments rapidly, consuming medicine in the process. Each treatment has a chance to succeed, reducing the heart attack severity by 30%. Successfully reducing severity below 0 will completely treat the heart attack. &lt;br /&gt;
&lt;br /&gt;
The maximum chance a particular treatment can succeed is 65%.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] Added with Cataracts and bad back&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Hypothermia, frostbite, heatstroke, or burns from being in extreme-temperature areas added&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Food poisioning added. Cryptosleep sickness added. Some ailments can now cause vomiting.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Starvation and blood loss are now staged and affect consciousness as they worsen.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - All organisms including animals have life expectancies and will develop chronic conditions like frailty or cataracts in old age. Heart attacks added&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79336</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79336"/>
		<updated>2021-01-15T12:28:49Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Comfort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type  = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|material cost = 45&lt;br /&gt;
|material category fabric = true&lt;br /&gt;
|material category leather = true&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|material amount  = 40&lt;br /&gt;
|material name = cloth&lt;br /&gt;
|marketvalue = &lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment. It can be made out of [[Fabrics|fabric]] or [[Leathers|leather]].&lt;br /&gt;
&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- table removed for now, it needs to be shortened and improved. &lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
! Beauty&lt;br /&gt;
! Flammability&lt;br /&gt;
! Market value&lt;br /&gt;
! Max hit points&lt;br /&gt;
! Work to build&lt;br /&gt;
{{#if:{{Q| {{BASEPAGENAME}} | Rest Effectiveness}}|! Rest effectiveness|}}&lt;br /&gt;
{{List| Textile| item = Furniture/Beds/Table | query = [[Category:Textile]] }}|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
==Stats==&lt;br /&gt;
Bedrolls can be made out of the following materials:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Stuff&lt;br /&gt;
!Cost&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Market value&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Mass&lt;br /&gt;
![[Beauty]]&lt;br /&gt;
!Comfort&lt;br /&gt;
!Flamability&lt;br /&gt;
!Rest effectiveness&lt;br /&gt;
!Work to build&lt;br /&gt;
!Work to uninstall&lt;br /&gt;
|-&lt;br /&gt;
![[Alpaca wool]]&lt;br /&gt;
||{{icon|Alpaca wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bearskin]]&lt;br /&gt;
||{{icon|Bearskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Birdskin]]&lt;br /&gt;
||{{icon|Birdskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bison wool]]&lt;br /&gt;
||{{icon|Bison wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bluefur]]&lt;br /&gt;
||{{icon|Bluefur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Camelhide]]&lt;br /&gt;
||{{icon|Camelhide|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Chinchilla fur]]&lt;br /&gt;
||{{icon|Chinchilla fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Cloth]]&lt;br /&gt;
||{{icon|Cloth|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Devilstrand]]&lt;br /&gt;
||{{icon|Devilstrand|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Dog leather]]&lt;br /&gt;
||{{icon|Dog leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Elephant leather]]&lt;br /&gt;
||{{icon|Elephant leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Foxfur]]&lt;br /&gt;
||{{icon|Foxfur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Guinea pig fur]]&lt;br /&gt;
||{{icon|Guinea pig fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy fur]]&lt;br /&gt;
||{{icon|Heavy fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Human leather]]&lt;br /&gt;
||{{icon|Human leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Hyperweave]]&lt;br /&gt;
||{{icon|Hyperweave|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lightleather]]&lt;br /&gt;
||{{icon|Lightleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lizardskin]]&lt;br /&gt;
||{{icon|Lizardskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Megasloth wool]]&lt;br /&gt;
||{{icon|Megasloth wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Muffalo wool]]&lt;br /&gt;
||{{icon|Muffalo wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Panthera fur]]&lt;br /&gt;
||{{icon|Panthera fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Patchleather]]&lt;br /&gt;
||{{icon|Patchleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Pigskin]]&lt;br /&gt;
||{{icon|Pigskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Plainleather]]&lt;br /&gt;
||{{icon|Plainleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Rhinoceros leather]]&lt;br /&gt;
||{{icon|Rhinoceros leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Sheep wool]]&lt;br /&gt;
||{{icon|Sheep wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Synthread]]&lt;br /&gt;
||{{icon|Synthread|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Thrumbofur]]&lt;br /&gt;
||{{icon|Thrumbofur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Wolfskin]]&lt;br /&gt;
||{{icon|Wolfskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 125% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for animal beds varies by [[quality]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;{{#vardefine:baseresteffectiveness| {{formatnum:{{Q|{{PAGENAME}}|Rest Effectiveness}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
! [[Rest Effectiveness]]&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.86*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.92*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.00*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.08*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.14*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.25*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.60*100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecomfort| {{formatnum:{{Q|{{PAGENAME}}|Comfort Base}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
![[Comfort]]&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.76 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.88 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.12 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.24 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.45 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.70 round 2}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79335</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79335"/>
		<updated>2021-01-15T12:28:30Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Rest Effectiveness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type  = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|material cost = 45&lt;br /&gt;
|material category fabric = true&lt;br /&gt;
|material category leather = true&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|material amount  = 40&lt;br /&gt;
|material name = cloth&lt;br /&gt;
|marketvalue = &lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment. It can be made out of [[Fabrics|fabric]] or [[Leathers|leather]].&lt;br /&gt;
&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- table removed for now, it needs to be shortened and improved. &lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
! Beauty&lt;br /&gt;
! Flammability&lt;br /&gt;
! Market value&lt;br /&gt;
! Max hit points&lt;br /&gt;
! Work to build&lt;br /&gt;
{{#if:{{Q| {{BASEPAGENAME}} | Rest Effectiveness}}|! Rest effectiveness|}}&lt;br /&gt;
{{List| Textile| item = Furniture/Beds/Table | query = [[Category:Textile]] }}|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
==Stats==&lt;br /&gt;
Bedrolls can be made out of the following materials:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Stuff&lt;br /&gt;
!Cost&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Market value&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Mass&lt;br /&gt;
![[Beauty]]&lt;br /&gt;
!Comfort&lt;br /&gt;
!Flamability&lt;br /&gt;
!Rest effectiveness&lt;br /&gt;
!Work to build&lt;br /&gt;
!Work to uninstall&lt;br /&gt;
|-&lt;br /&gt;
![[Alpaca wool]]&lt;br /&gt;
||{{icon|Alpaca wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bearskin]]&lt;br /&gt;
||{{icon|Bearskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Birdskin]]&lt;br /&gt;
||{{icon|Birdskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bison wool]]&lt;br /&gt;
||{{icon|Bison wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bluefur]]&lt;br /&gt;
||{{icon|Bluefur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Camelhide]]&lt;br /&gt;
||{{icon|Camelhide|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Chinchilla fur]]&lt;br /&gt;
||{{icon|Chinchilla fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Cloth]]&lt;br /&gt;
||{{icon|Cloth|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Devilstrand]]&lt;br /&gt;
||{{icon|Devilstrand|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Dog leather]]&lt;br /&gt;
||{{icon|Dog leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Elephant leather]]&lt;br /&gt;
||{{icon|Elephant leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Foxfur]]&lt;br /&gt;
||{{icon|Foxfur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Guinea pig fur]]&lt;br /&gt;
||{{icon|Guinea pig fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy fur]]&lt;br /&gt;
||{{icon|Heavy fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Human leather]]&lt;br /&gt;
||{{icon|Human leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Hyperweave]]&lt;br /&gt;
||{{icon|Hyperweave|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lightleather]]&lt;br /&gt;
||{{icon|Lightleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lizardskin]]&lt;br /&gt;
||{{icon|Lizardskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Megasloth wool]]&lt;br /&gt;
||{{icon|Megasloth wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Muffalo wool]]&lt;br /&gt;
||{{icon|Muffalo wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Panthera fur]]&lt;br /&gt;
||{{icon|Panthera fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Patchleather]]&lt;br /&gt;
||{{icon|Patchleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Pigskin]]&lt;br /&gt;
||{{icon|Pigskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Plainleather]]&lt;br /&gt;
||{{icon|Plainleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Rhinoceros leather]]&lt;br /&gt;
||{{icon|Rhinoceros leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Sheep wool]]&lt;br /&gt;
||{{icon|Sheep wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Synthread]]&lt;br /&gt;
||{{icon|Synthread|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Thrumbofur]]&lt;br /&gt;
||{{icon|Thrumbofur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Wolfskin]]&lt;br /&gt;
||{{icon|Wolfskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 125% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for animal beds varies by [[quality]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;{{#vardefine:baseresteffectiveness| {{formatnum:{{Q|{{PAGENAME}}|Rest Effectiveness}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
! [[Rest Effectiveness]]&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.86*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.92*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.00*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.08*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.14*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.25*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.60*100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will both increase comfort by a further +0.05. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecomfort| {{formatnum:{{Q|{{PAGENAME}}|Comfort Base}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
![[Comfort]]&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.76 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.88 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.12 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.24 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.45 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.70 round 2}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79334</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=79334"/>
		<updated>2021-01-15T10:31:05Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: fixed the whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type  = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|material cost = 45&lt;br /&gt;
|material category fabric = true&lt;br /&gt;
|material category leather = true&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|material amount  = 40&lt;br /&gt;
|material name = cloth&lt;br /&gt;
|marketvalue = &lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment. It can be made out of [[Fabrics|fabric]] or [[Leathers|leather]].&lt;br /&gt;
&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- table removed for now, it needs to be shortened and improved. &lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
! Beauty&lt;br /&gt;
! Flammability&lt;br /&gt;
! Market value&lt;br /&gt;
! Max hit points&lt;br /&gt;
! Work to build&lt;br /&gt;
{{#if:{{Q| {{BASEPAGENAME}} | Rest Effectiveness}}|! Rest effectiveness|}}&lt;br /&gt;
{{List| Textile| item = Furniture/Beds/Table | query = [[Category:Textile]] }}|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Acquisition==&lt;br /&gt;
?&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
==Stats==&lt;br /&gt;
Bedrolls can be made out of the following materials:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Stuff&lt;br /&gt;
!Cost&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Market value&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Mass&lt;br /&gt;
![[Beauty]]&lt;br /&gt;
!Comfort&lt;br /&gt;
!Flamability&lt;br /&gt;
!Rest effectiveness&lt;br /&gt;
!Work to build&lt;br /&gt;
!Work to uninstall&lt;br /&gt;
|-&lt;br /&gt;
![[Alpaca wool]]&lt;br /&gt;
||{{icon|Alpaca wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bearskin]]&lt;br /&gt;
||{{icon|Bearskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Birdskin]]&lt;br /&gt;
||{{icon|Birdskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bison wool]]&lt;br /&gt;
||{{icon|Bison wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Bluefur]]&lt;br /&gt;
||{{icon|Bluefur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Camelhide]]&lt;br /&gt;
||{{icon|Camelhide|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Chinchilla fur]]&lt;br /&gt;
||{{icon|Chinchilla fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Cloth]]&lt;br /&gt;
||{{icon|Cloth|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Devilstrand]]&lt;br /&gt;
||{{icon|Devilstrand|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Dog leather]]&lt;br /&gt;
||{{icon|Dog leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Elephant leather]]&lt;br /&gt;
||{{icon|Elephant leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Foxfur]]&lt;br /&gt;
||{{icon|Foxfur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Guinea pig fur]]&lt;br /&gt;
||{{icon|Guinea pig fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy fur]]&lt;br /&gt;
||{{icon|Heavy fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Human leather]]&lt;br /&gt;
||{{icon|Human leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Hyperweave]]&lt;br /&gt;
||{{icon|Hyperweave|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lightleather]]&lt;br /&gt;
||{{icon|Lightleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Lizardskin]]&lt;br /&gt;
||{{icon|Lizardskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Megasloth wool]]&lt;br /&gt;
||{{icon|Megasloth wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Muffalo wool]]&lt;br /&gt;
||{{icon|Muffalo wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Panthera fur]]&lt;br /&gt;
||{{icon|Panthera fur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Patchleather]]&lt;br /&gt;
||{{icon|Patchleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Pigskin]]&lt;br /&gt;
||{{icon|Pigskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Plainleather]]&lt;br /&gt;
||{{icon|Plainleather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Rhinoceros leather]]&lt;br /&gt;
||{{icon|Rhinoceros leather|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Sheep wool]]&lt;br /&gt;
||{{icon|Sheep wool|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Synthread]]&lt;br /&gt;
||{{icon|Synthread|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Thrumbofur]]&lt;br /&gt;
||{{icon|Thrumbofur|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|-&lt;br /&gt;
![[Wolfskin]]&lt;br /&gt;
||{{icon|Wolfskin|40}} ||? ||$? ||?% ||? ||? ||0.75 ||?% ||100% ||? ||?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain rest. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 125% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;{{#vardefine:baseresteffectiveness| {{formatnum:{{Q|{{PAGENAME}}|Rest Effectiveness}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
! [[Rest Effectiveness]]&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.86*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*0.92*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.00*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.08*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.14*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.25*100 round 0}}%&lt;br /&gt;
| {{#expr:{{#var:baseresteffectiveness}}*1.60*100 round 0}}%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will both increase comfort by a further +0.05. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecomfort| {{formatnum:{{Q|{{PAGENAME}}|Comfort Base}}|R}}}}&lt;br /&gt;
{| {{STDT| sortable c_15 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
![[Comfort]]&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.76 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*0.88 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.12 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.24 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.45 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basecomfort}}*1.70 round 2}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:W12f7fqhf09r6ff1&amp;topic_postId=w12g1cce5w85etn1&amp;topic_revId=w12g1cce5w85etn1&amp;action=single-view</id>
		<title>Topic:W12f7fqhf09r6ff1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:W12f7fqhf09r6ff1&amp;topic_postId=w12g1cce5w85etn1&amp;topic_revId=w12g1cce5w85etn1&amp;action=single-view"/>
		<updated>2021-01-07T10:33:28Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:W12f7fqhf09r6ff1&amp;amp;topic_showPostId=w12g1cce5w85etn1#flow-post-w12g1cce5w85etn1&quot;&gt;commented&lt;/a&gt; on &quot;Is this sandbox to be moved?&quot; (&lt;em&gt;No, I just left the template there probably for testing reasons- it&amp;#039;s been a while so I forgot exactly what I was doing.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:PigeonGuru/Sandbox&amp;diff=78729</id>
		<title>User:PigeonGuru/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:PigeonGuru/Sandbox&amp;diff=78729"/>
		<updated>2021-01-07T10:32:43Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Heading|This user is a certified Dataminer.}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Something&lt;br /&gt;
|-&lt;br /&gt;
! AAAAAAAAAA&lt;br /&gt;
| AAAAAAAAAA || Lorem ipsum&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
[[Modding Tutorials/Assets]]&lt;br /&gt;
&lt;br /&gt;
marmine helmet&lt;br /&gt;
&lt;br /&gt;
=== template ===&lt;br /&gt;
&lt;br /&gt;
http://rimworldwiki.com/index.php?title=Template:Nav/guides &amp;lt;br&amp;gt;&lt;br /&gt;
http://rimworldwiki.com/index.php?title=Template:Infobox main &amp;lt;br&amp;gt;&lt;br /&gt;
http://rimworldwiki.com/wiki/Category:Page_Deletion&lt;br /&gt;
&lt;br /&gt;
=== save file ===&lt;br /&gt;
&lt;br /&gt;
C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves&lt;br /&gt;
&lt;br /&gt;
=== °C ===&lt;br /&gt;
&lt;br /&gt;
old d.tactics is @ ~140,000 views&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Occurrence !! Trait Effects !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution| Justified execution]]&lt;br /&gt;
| A guilty prisoner or guest was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; || Guilty prisoner or guest executed || Psychopath, Bloodlust: No effect || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was euthanized| Someone was euthanized]]&lt;br /&gt;
| A prisoner or guest was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; || Prisoner or guest executed || Psychopath, Bloodlust: No effect || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was executed| Someone was executed]]&lt;br /&gt;
| A prisoner or guest was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; || Prisoner or guest executed || Psychopath, Bloodlust: No effect || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone organ-harvested| Someone organ-harvested]]&lt;br /&gt;
| The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice. || --- || Psychopath, Bloodlust: No effect || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution of colonist| Justified execution of colonist]]&lt;br /&gt;
| A guilty colonist was executed. It was justified, but still sad. || --- || Psychopath: No effect || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist euthanized| Colonist euthanized]]&lt;br /&gt;
| A colonist was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; || --- || Psychopath: No effect || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist executed| Colonist executed]]&lt;br /&gt;
| A colonist was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; || --- || Psychopath: No effect || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist organ-harvested| Colonist organ-harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice. || --- || Psychopath: No effect || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Innocent prisoner died| Innocent prisoner died]]&lt;br /&gt;
| One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism. || --- || Psychopath, Bloodlust: No effect || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist died| Colonist died]]&lt;br /&gt;
| One of our people died. We should be able to take care of our people. || --- || Psychopath, Bloodlust: No effect || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next. || --- || Psychopath, Bloodlust: No effect || -5 || 1,5 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next. || --- || Psychopath, Bloodlust: No effect || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood... || --- || Psychopath, Bloodlust: No effect || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated hostile leader &amp;lt;name&amp;gt;| Defeated hostile leader &amp;lt;name&amp;gt;]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || --- || --- || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated &amp;lt;name&amp;gt;| Defeated &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I took down a big threat! I'm a hero! || --- || --- || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal &amp;lt;name&amp;gt; died| Bonded animal &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a tender, unique animal. This universe is evil! || --- ||  Psychopath: No effect || -8 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My friend &amp;lt;name&amp;gt; died| My friend &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a wonderful person. The universe gets darker every day. || --- ||  Psychopath: No effect || {{H:title|Actual mood change depends on relations between the pawn and the dead pawn.|-10 maximum}} || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My rival &amp;lt;name&amp;gt; died| My rival &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Serves them right. Things are looking up. || --- || --- || {{H:title|Actual mood change depends on relations between the pawn and the dead pawn.|+10 maximum}} || 10 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My son &amp;lt;name&amp;gt; died| My son &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My son is dead. My own flesh and blood... || --- || --- || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My daughter &amp;lt;name&amp;gt; died| My daughter &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My daughter is dead. My own flesh and blood... || --- || --- || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My husband &amp;lt;name&amp;gt; died| My husband &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My husband is dead. I am alone. || --- || --- || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My wife &amp;lt;name&amp;gt; died| My wife &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My wife is dead. I am alone. || --- || --- || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My fiance &amp;lt;name&amp;gt; died| My fiance &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiance died. Such a man... my future is gone. || --- || --- || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My fiancée &amp;lt;name&amp;gt; died| My fiancée &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiancée died. Such a woman... my future is gone. || --- || --- || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My lover &amp;lt;name&amp;gt; died| My lover &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My lover died. I am so alone. || --- || --- || -16 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My brother &amp;lt;name&amp;gt; died| My brother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My brother died. My own flesh and blood... || --- || --- || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My sister &amp;lt;name&amp;gt; died| My sister &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My sister died. My own flesh and blood... || --- || --- || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My grandchild &amp;lt;name&amp;gt; died| My grandchild &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandchild died. My own flesh and blood... || --- || --- || -12 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My father &amp;lt;name&amp;gt; died| My father &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My father died. He's gone forever. || --- || --- || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My mother &amp;lt;name&amp;gt; died| My mother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My mother died. She's gone forever. || --- || --- || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My niece &amp;lt;name&amp;gt; died| My niece &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My niece died. Such a wonderful child. || --- || --- || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My nephew &amp;lt;name&amp;gt; died| My nephew &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My nephew died. Such a wonderful child. || --- || --- || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My half-sibling &amp;lt;name&amp;gt; died| My half-sibling &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My half-sibling died. My own flesh and blood... || --- || --- || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My aunt &amp;lt;name&amp;gt; died| My aunt &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My aunt died. || --- || --- || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My uncle &amp;lt;name&amp;gt; died| My uncle &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My uncle died. || --- || --- || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My grandparent &amp;lt;name&amp;gt; died| My grandparent &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandparent died. || --- || --- || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My cousin &amp;lt;name&amp;gt; died| My cousin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My cousin died. My own flesh and blood... || --- || --- || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My kin &amp;lt;name&amp;gt; died| My kin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My kin died. || --- || --- || -4 || 30 || 10 || 0.25&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=78471</id>
		<title>Wind turbine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=78471"/>
		<updated>2021-01-04T05:26:31Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Exclusion Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building&lt;br /&gt;
|name = Wind turbine&lt;br /&gt;
|image = Wind_Power.png&lt;br /&gt;
|description =  A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 7&lt;br /&gt;
|hp = 150&lt;br /&gt;
|work to make = 3300&lt;br /&gt;
|power = + 3450&lt;br /&gt;
|resources to make = {{icon|metal|100}}{{icon|component|2}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|75}}{{icon|component|1}}&lt;br /&gt;
|beauty = -12&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|A [[wind turbine]] produces a variable amount of [[power]] up to 3450W, based on the current wind speed (for wind conditions see [[Environment#Weather|Weather]]). It works day and night, compared to a [[solar generator]] which only works during the day. There is no such thing as wind direction in this game, so orientation of the turbines doesn't matter; they will spin equally well in any direction. Wind turbines complemented by [[Battery|batteries]] can provide a stable supply of power since there are no wind-related disasters, unlike the solar generator's Eclipse event. A wind turbine's only real drawback is its need for a large open area clear of [[trees]], mountains, [[buildings]], roofs and other tall constructions.}}&lt;br /&gt;
&lt;br /&gt;
===Exclusion Zone===&lt;br /&gt;
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected; and when placing the wind turbine blueprint. It is vital to the wind turbine's function to keep the exclusion zone free from trees, mountains, buildings, roofs, and other tall constructions. The turbine's information window (inspection pane) will list any obstructions in its exclusion zone. Each tile that has an obstruction reduces the turbine's output by 20%. Solar generators or farming plots (that are not set to grow trees) can be placed in the exclusion zone without blocking the turbine. In fact, this setup is an efficient use of space and prevents wild trees from growing in the obstructing the zone. Another option to prevent trees from growing is to construct some type of [[floors|flooring]] there.&lt;br /&gt;
&lt;br /&gt;
The exclusion zone of several turbines may overlap.  As long as one turbine itself doesn't end up in the exclusion zone of another, they will work optimally.&lt;br /&gt;
&lt;br /&gt;
Low-lying objects can be placed in the exclusion zone without hindering the turbine's operation. These include (but not limit to) the following:&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* [[Debris|Chunks]]&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Grave]]s&lt;br /&gt;
* [[Mini-turret]]s&lt;br /&gt;
* [[Pod launcher]]s&lt;br /&gt;
* [[Sandbags]]&lt;br /&gt;
* [[Spike trap]]s&lt;br /&gt;
* [[Horseshoes pin]]s&lt;br /&gt;
* [[Snowman]]s&lt;br /&gt;
* [[Solar generator]]s&lt;br /&gt;
* [[Ground-penetrating scanner]]s&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
*[[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
*Beta 18 - width was increased from 5 to 7 tiles wide.&lt;br /&gt;
*Beta 19 - power generation was buffed by 15%, from max. 3000W.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=78392</id>
		<title>Defense structures</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_structures&amp;diff=78392"/>
		<updated>2020-12-29T14:56:01Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Booby-trapped turrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&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 every thing 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 natural features that can work as defenses, such as marshes, mountains and rivers.&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 enemy advance, giving you some time to shoot and soften the clash.&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 deadfall traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
&lt;br /&gt;
In maps with rivers you can build bridges and then cover on top of it, and by funneling enemies into the river, you 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 digging 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 you can't build beyond that is only visible when the &amp;quot;Structure&amp;quot; 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 deadfall traps, sandbags and stone chunks. 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, it's very likely you will have to move stone chunks 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. It becomes faster if you can tame and train intelligent animals to do the hauling for you, allowing you to actually build defensive structures while the animals do this for you. 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;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
&lt;br /&gt;
An essential building to keep threats out, so long as the base is self-sustainable inside. Walls alone can fend off early game raids if enough repairmen can keep the walls standing while enemies start to starve and become tired. Walls also protect from Predator attacks and Manhunter packs, which cannot reach colonists safely inside unless a colonist is seen passing through doors at which point they will attempt to break them 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.&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. 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 (57% vs 75% from walls), but are more effective against diagonal fire as they can be placed side by side. 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 chunks 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 trap]]s ===&lt;br /&gt;
&lt;br /&gt;
The only initially available defense that deals damage, is single use (rearmable and named as Deadfall trap in B18 and earlier) 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 deadfall 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.&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 deadfall 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:Deadfall traps.png|'''Traps in a narrow 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|Controlled burning of a tropical rainforest.]]&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. 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 make your stonecutters walk around less.&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; debuff.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&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 57% 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 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.&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;
{{clr}}&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 (57% 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. Enemy snipers can shoot from up to 45 tiles away, 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 rock 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 good, 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 -- all it takes is whatever materials you use for the walls&lt;br /&gt;
*Simple -- just make a room and knock out holes for your shooters&lt;br /&gt;
*Upgrade-able -- can add turrets and extend or fortify the bunker&lt;br /&gt;
*Makes it hard for enemies to hit your colonists since they are behind full cover&lt;br /&gt;
**Full cover also stops explosive damage if the explosion happened outside the wall -- additional walls can be built behind your shooters to take advantage of this&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;
&lt;br /&gt;
You can build wooden floors to set on fire, burning enemies. Once the floors are burnt, they leave behind burnt floors that apply a hefty movement penalty, 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.&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 open doors unless they destroy them first, or they are being held open.&lt;br /&gt;
&lt;br /&gt;
==== Trap memory ====&lt;br /&gt;
&lt;br /&gt;
Hostile factions can remember the tile location of your traps for a single quadrum, so long as any survivor manages to tell the tale by escaping the map. Factions keep this information to themselves and do not share with others. This is of course, once a trap has been triggered by someone walking over it only, causing them to attempt to avoid the tile in future attacks.&lt;br /&gt;
&lt;br /&gt;
They will still walk over known trapped tiles in order to get to you, if there are no other routes available.&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 deadfall 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;
4-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 (if you do, 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 [[improvised 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;
{{clr}}&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 ====&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 improvised 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 belt]]s prevent turrets from locking onto targets within or behind smoke. An enemy equipped 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;
&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 wreck 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 shields, instantly downing many at once. This can be helpful in preparing for a melee blocking or killbox defense.&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 deadfall 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;
&lt;br /&gt;
[[File:Killzone.png|500px|thumb|right|An example of a killbox from an older version, with heavily trapped entryways and stone chunks to slow down enemy advance and force them into close range. Note that these stone chunks give enemy ample cover while they are moving in, which isn't beneficial to you, and that in later versions traps can not be placed this way.]]&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;
&lt;br /&gt;
It's best to double-wall 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 if you use explosives such as frag grenades or IED traps to kill incoming enemies.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&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;
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;
For better effectiveness fill the entryway with deadfall traps and some IED traps (not too close to each other, otherwise they will set off a chain reaction) to soften the raiders before you fire on them, or alternating chunks or sandbags to slow them down. Make sure that the walls are durable enough to withstand explosions if IED traps are used.&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 deadfall 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;
Colonists defending in a killbox will be shooting at a large number of targets no more than a few tiles away (usually). 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, even surpassing the charge rifle in DPS if it makes its mark.&lt;br /&gt;
*[[Minigun]]s are excellent at attacking the bunched-up raiders inside a killbox.&lt;br /&gt;
*[[Charge rifle]]s, [[heavy SMG]]s, or [[LMG]]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;
=== 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 humanlike enemies, so you will need to place them that far from the entrance, and distract enemies so they do not go closer. &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;
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[[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 easiy. 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 'Keep open' 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;
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== 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;
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&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;
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This is a powerful way to burn a massive [[infestation]] to a crisp.&lt;br /&gt;
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To start, build a medium-sized room (approx. 5x5) with double-thick stone walls, next to the infestation. Build wooden floors, and fill it with flammable objects such as wood. To save wood, build a cheap wooden item such as [[stool]]s, then deconstruct on the spot and forbid the wood. That way colonists won't haul whole stacks of wood to burn, wasting them. Another alternative is to use tainted clothing.&lt;br /&gt;
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After that, build a wood wall and wooden door between the room and the infestation and then dig a 1-wide tunnel towards the infestation. Finally, deconstruct the door and light up the wood. &lt;br /&gt;
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Once the temperatures rise so high that insects can be burnt, they will attempt to dig out by rushing towards the purifier, but be set alight by the burning wood, making them unable to dig. Temperatures can rapidly reach 500℃ or above, broiling both the insects and the hives. Even those that don't get set alight will eventually succumb to heatstroke.&lt;br /&gt;
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{{nav/guides}}&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=78391</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=78391"/>
		<updated>2020-12-29T14:51:15Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Pre-1.1 Lancers */ don't think this section is necessary anymore&lt;/p&gt;
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&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
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{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
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Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
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This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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=== Behavior ===&lt;br /&gt;
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[[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 also 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 zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
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Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects.&lt;br /&gt;
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If humanlike non-mechanoid 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;
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Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
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Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. &lt;br /&gt;
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==== Apparel ====&lt;br /&gt;
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[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &amp;lt;br&amp;gt;&lt;br /&gt;
Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s.&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 around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
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Pirates spawn with most weapons in the game, whatever their faction is willing to provide them.&lt;br /&gt;
&amp;lt;br&amp;gt;Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well.&lt;br /&gt;
&lt;br /&gt;
For most factions, weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. &amp;lt;br&amp;gt;&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Royalty DLC|Empire]] will equip its soldiers with proper weapons depending on their skills.&lt;br /&gt;
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If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies.&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;
&lt;br /&gt;
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;
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== Core battle tactics ==&lt;br /&gt;
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No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
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=== Melee tactics ===&lt;br /&gt;
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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;
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In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies.&lt;br /&gt;
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[[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 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;
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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, once the shields are down you will need to manually retarget to prevent friendly fire.&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;
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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;
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==== 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;
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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;
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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 while the raiders are trying to cope with your brawlers.&lt;br /&gt;
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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;
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==== Peeling ====&lt;br /&gt;
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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;
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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;
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==== Self-defense ====&lt;br /&gt;
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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;
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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;
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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. &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Body blocking ===&lt;br /&gt;
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[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
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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;
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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;
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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;
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==== Melee blocking ====&lt;br /&gt;
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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 of. Make sure all brawlers are heavily armored to block damage, and shielded to block friendly fire.&lt;br /&gt;
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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;
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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.  Like miniguns, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
* Pawns, both friendly and hostile, cannot stop and stand on top of sandbags, and are substantially slowed while moving over them.  This can be used to force targets into a particular tile or slow the progress of an incoming force.&lt;br /&gt;
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Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &lt;br /&gt;
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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;
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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;
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&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;
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=== Spacing out ===&lt;br /&gt;
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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 be used from absolute safety 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 travelling 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, using your best-protected colonists, and don't let anyone near at other times.&lt;br /&gt;
&lt;br /&gt;
Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors can alternatively be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment.&lt;br /&gt;
&lt;br /&gt;
Evacuating colonists away from the downed prevents them from receiving further fire until being rescued.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. 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.&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;
'''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 rock 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;
=== 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 risky and situational tactic is effective when employed correctly.&lt;br /&gt;
&lt;br /&gt;
It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &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.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used 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;
== 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;
Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
&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. &lt;br /&gt;
#[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch.&lt;br /&gt;
#[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast.&lt;br /&gt;
#If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s.&lt;br /&gt;
#[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are trickier to handle; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once.&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;
==== 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;
==== 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. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&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:Strategic zoning 1.jpg|Zoning untrained animals around a ship part.&lt;br /&gt;
File:Strategic zoning 2.jpg|Mechanoids targeted nearby animals instead of colonists. Keep in mind that flame explosions do basically nothing against mechanoids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat humanlike 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]] 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 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;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
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;
&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_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;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 rock chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Attacking them at this time forces them to use rock 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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# 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;
# 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;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
Pirates or Outlanders 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;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Killbox ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 baes with killboxes.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 [[rock 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;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
== Mechanoids ==&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 humanlike 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;
[[File:MechanoidScyther.png|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;
[[File:MechanoidLancer.png|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;
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[[File:MechanoidCentipede.png|100px|right]]&lt;br /&gt;
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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;
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Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
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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;
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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;
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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. All nearby centipedes with the minigun or heavy charge blaster must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
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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;
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=== Pikemen ===&lt;br /&gt;
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[[File:MechanoidPikeman.png|100px|right]]&lt;br /&gt;
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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;
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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;
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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.&lt;br /&gt;
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=== Crashed ships ===&lt;br /&gt;
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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;
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The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
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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;
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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;
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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;
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[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
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==== Defense behavior ====&lt;br /&gt;
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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;
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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;
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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;
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In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
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==== Long-range engagement ====&lt;br /&gt;
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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;
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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;
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==== Weapons ====&lt;br /&gt;
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High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
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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;
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Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
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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;
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==== Construction ====&lt;br /&gt;
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{{main|Defense structures#Crashed ships}}&lt;br /&gt;
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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;
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Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
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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;
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==== Luring in ====&lt;br /&gt;
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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;
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Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
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==== Hit-and-run (1.1) ====&lt;br /&gt;
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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;
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==== Zoning animals ====&lt;br /&gt;
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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;
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== Manhunters ==&lt;br /&gt;
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Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
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When mad, they will actively attack humanlikes 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;
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=== 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;
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# 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;
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=== Occurrence ===&lt;br /&gt;
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Mad animals can strike your colony in several ways.&lt;br /&gt;
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#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;
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=== Melee blocking ===&lt;br /&gt;
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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;
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When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
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=== Animals vs. Animals ===&lt;br /&gt;
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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;
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=== Hit-and-run ===&lt;br /&gt;
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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;
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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;
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=== Kiting ===&lt;br /&gt;
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Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
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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;
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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;
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=== Turrets ===&lt;br /&gt;
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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;
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=== Waiting it out ===&lt;br /&gt;
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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;
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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;
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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;
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=== Scavenging dead animals ===&lt;br /&gt;
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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;
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== Infestations ==&lt;br /&gt;
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[[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;
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[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
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'''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;
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=== Behavior ===&lt;br /&gt;
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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;
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=== Fighting infestations ===&lt;br /&gt;
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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;
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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;
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=== Melee blocking ===&lt;br /&gt;
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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;
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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;
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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;
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=== Using fire ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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==== Heat Stroke ====&lt;br /&gt;
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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;
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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;
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=== Explosives ===&lt;br /&gt;
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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;
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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;
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=== Late-stage infestations ===&lt;br /&gt;
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&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;
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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;
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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;
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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;
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=== Prevention ===&lt;br /&gt;
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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;
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==== Baiting ====&lt;br /&gt;
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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;
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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;
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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;
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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;
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==== Deep freezing ====&lt;br /&gt;
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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;
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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;
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=== Deep drill infestations ===&lt;br /&gt;
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Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
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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;
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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;
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== 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;
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Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
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=== 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;
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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;
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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;
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=== 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;
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*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;
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=== Turrets ===&lt;br /&gt;
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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;
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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;
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== 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;
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=== Escort ===&lt;br /&gt;
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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;
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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;
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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;
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=== Ambush site ===&lt;br /&gt;
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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;
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Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
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=== Cover and positioning ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. 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;
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You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
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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.&lt;br /&gt;
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Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
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==== 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;
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==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
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[[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;
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=== Aftermath ===&lt;br /&gt;
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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;
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Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
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{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=78390</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=78390"/>
		<updated>2020-12-29T14:50:56Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Scythers */&lt;/p&gt;
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&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
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{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
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Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
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This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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=== Behavior ===&lt;br /&gt;
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[[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 also 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 zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
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Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects.&lt;br /&gt;
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If humanlike non-mechanoid 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;
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Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
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Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. &lt;br /&gt;
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==== Apparel ====&lt;br /&gt;
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[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &amp;lt;br&amp;gt;&lt;br /&gt;
Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s.&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 around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
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Pirates spawn with most weapons in the game, whatever their faction is willing to provide them.&lt;br /&gt;
&amp;lt;br&amp;gt;Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well.&lt;br /&gt;
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For most factions, weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. &amp;lt;br&amp;gt;&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Royalty DLC|Empire]] will equip its soldiers with proper weapons depending on their skills.&lt;br /&gt;
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If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies.&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;
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== Core battle tactics ==&lt;br /&gt;
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No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
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=== Melee tactics ===&lt;br /&gt;
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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;
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In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies.&lt;br /&gt;
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[[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 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;
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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, once the shields are down you will need to manually retarget to prevent friendly fire.&lt;br /&gt;
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==== Melee sortie ====&lt;br /&gt;
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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;
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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;
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==== Melee rush ====&lt;br /&gt;
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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;
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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;
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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 while the raiders are trying to cope with your brawlers.&lt;br /&gt;
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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;
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==== Peeling ====&lt;br /&gt;
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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;
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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;
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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;
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==== Self-defense ====&lt;br /&gt;
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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;
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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;
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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. &amp;lt;br&amp;gt;&lt;br /&gt;
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=== Body blocking ===&lt;br /&gt;
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[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
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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;
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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;
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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;
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==== Melee blocking ====&lt;br /&gt;
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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 of. Make sure all brawlers are heavily armored to block damage, and shielded to block friendly fire.&lt;br /&gt;
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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;
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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.  Like miniguns, this will often shred the walls of your chokepoint, so building extra layers of walls at the chokepoint can be helpful.&lt;br /&gt;
* Pawns, both friendly and hostile, cannot stop and stand on top of sandbags, and are substantially slowed while moving over them.  This can be used to force targets into a particular tile or slow the progress of an incoming force.&lt;br /&gt;
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Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &lt;br /&gt;
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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;
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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;
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&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;
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=== Spacing out ===&lt;br /&gt;
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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;
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Explosives will also hit fewer people this way, though there are better countermeasures than simply spacing defenders apart.&lt;br /&gt;
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=== Dealing with rockets ===&lt;br /&gt;
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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;
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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;
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This is a high-risk but necessary move to take, and some pawns may need to be sacrificed.&lt;br /&gt;
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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;
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==== Psychic insanity lance ====&lt;br /&gt;
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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 be used from absolute safety 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;
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==== Shielded unit deployment ====&lt;br /&gt;
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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;
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Be prepared to sacrifice someone, as their shields are very likely to be broken whether by the blasts or concentrated gunfire.&lt;br /&gt;
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==== Expendable animal charge ====&lt;br /&gt;
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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;
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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;
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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;
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==== Friendly fire with rockets ====&lt;br /&gt;
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Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists.&lt;br /&gt;
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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 travelling over a pawn has up to 40% chance to impact, setting it off early.&lt;br /&gt;
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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, using your best-protected colonists, and don't let anyone near at other times.&lt;br /&gt;
&lt;br /&gt;
Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors can alternatively be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment.&lt;br /&gt;
&lt;br /&gt;
Evacuating colonists away from the downed prevents them from receiving further fire until being rescued.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. 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.&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;
'''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 rock 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;
=== 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 risky and situational tactic is effective when employed correctly.&lt;br /&gt;
&lt;br /&gt;
It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &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.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used 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;
== 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;
Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
&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. &lt;br /&gt;
#[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch.&lt;br /&gt;
#[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast.&lt;br /&gt;
#If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s.&lt;br /&gt;
#[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are trickier to handle; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once.&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;
==== 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;
==== 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. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&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:Strategic zoning 1.jpg|Zoning untrained animals around a ship part.&lt;br /&gt;
File:Strategic zoning 2.jpg|Mechanoids targeted nearby animals instead of colonists. Keep in mind that flame explosions do basically nothing against mechanoids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat humanlike 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]] 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 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;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
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;
&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_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;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 rock chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Attacking them at this time forces them to use rock 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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# 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;
# 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;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
Pirates or Outlanders 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;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Killbox ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 baes with killboxes.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 [[rock 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;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
== Mechanoids ==&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 humanlike 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;
[[File:MechanoidScyther.png|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;
[[File:MechanoidLancer.png|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;
==== Pre-1.1 Lancers ====&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, charge lances have a longer range of 37 tiles, giving them a long-range sniping as opposed to simply a single target attack role.&lt;br /&gt;
&lt;br /&gt;
The high DPS of the charge lance compared to the lower DPS of other long-range weapons makes counter-sniping not a viable option until you secure some charge lances yourself. Once you do, however, you have the ability to outperform lancers at range.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidCentipede.png|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. All nearby centipedes with the minigun or heavy charge blaster 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;
[[File:MechanoidPikeman.png|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.&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;
== Manhunters ==&lt;br /&gt;
&lt;br /&gt;
Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humanlikes 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;
== 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;
&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;
== 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|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. 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;
You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &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.&lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&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;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=78368</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=78368"/>
		<updated>2020-12-26T15:02:05Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Image wanted|note='''Need general images and a gallery of example Throne Rooms and Bedrooms for each rank'''}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work if the pawn has certain traits. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
Titles are granted upon reaching a certain threshold of [[Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Acolyte, desire clothes fit for their station - royal clothing, eltex apparel or prestige armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Acolyte and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require at least a [[double bed]]. All throne and bed rooms must be fully floored i.e. no dirt or rough stone. Note that a [[Circadian half-cycler]] does not negate the desire for a bedroom, even though it negates the need for it.&lt;br /&gt;
&lt;br /&gt;
Additionally [[Titles#Conceited_vs_Non_Conceited|Conceited]] nobles will refuse to do more types of work as they increase in rank. Non-conceited pawns do not refuse to do any type of work. &lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Acolyte, Nobles gain the ability to call in [[Permits]], with additional, more powerful abilities being made available at Praetor and Baron. These abilities can be used for free, but trigger a cooldown before they can be used freely again. &lt;br /&gt;
&lt;br /&gt;
Couples containing one or more nobles can still share a bedroom. Additionally, any number of nobles can share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Conceited vs Non Conceited ===&lt;br /&gt;
Titled pawns with the Greedy, Jealous, or Abrasive traits become Conceited after gaining Titles, and refuse to do certain types of work as they rise up the ranks.&lt;br /&gt;
Titled pawns without those traits can continue to do all types of work they used to be able to even after gaining higher titles.&lt;br /&gt;
&lt;br /&gt;
=== Effects of other Traits===&lt;br /&gt;
In addition to other the Conceited mechanics, several other [[traits]] also affect the needs of nobles. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom and raw or simple food. They also do not need to wear noble apparels. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied.  They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet &amp;quot;mediocre throne room&amp;quot;, possibly a bug)) if the room is less than Mediocre.  In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Cannibal]] Nobles can eat human meat without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. &lt;br /&gt;
&lt;br /&gt;
=== Bestowing Ceremony ===&lt;br /&gt;
&amp;lt;small&amp;gt;''See also: [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|Quests]]''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Pawns|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.&lt;br /&gt;
&lt;br /&gt;
=== Inheritance and Renouncing ===&lt;br /&gt;
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.&lt;br /&gt;
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.&lt;br /&gt;
Titles can be renounced.&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
 ''Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.'' - In-Game Description&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually trigged by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last 4 hours. Like weddings and parties, undrafted pawns will attempt to attend. Pawns must attend to gain the benefits or detriments of the speech.&lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech. A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. In addition, each listener of an Inspiring Speech has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank this cooldown is {{ticks|600000}} or 10 in-game days. While Nobles above the rank of Count are not generally available to the player, if one is gained by for example by recruiting an [[Empire]] prisoner, then they will have the same cooldown as the Count. &lt;br /&gt;
&lt;br /&gt;
While the speech success chance is proportional to the [[Skills#Social|Social skill]] of the speaker, the exact relationship is unknown.&lt;br /&gt;
Similarly, it is known that the [[Social Impact]] stat also improves chances, but the exact relationship is once again unknown. Despite this, it is known that it provides a significant improvement, which give the headwear all speech-giving nobles ask for have a practical use. Prestige helmets are still highly recommended, but swapping to a [[top hat]] just the length of the speech is a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfulfilled, positive moodlet +6 if fulfilled.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
At certain levels nobles gain permits. You choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat. Permits generally cannot be used during their Cooldown, however [[Honor]] can be paid to use the permit again during the cooldown. It is unknown to this wiki if this can cause demotions or if you are just prevented from spending the permit if you do not have sufficient spare honor. &lt;br /&gt;
&lt;br /&gt;
NPC nobles will generate with a random number of permits appropriate to their rank. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(if used during cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|-&lt;br /&gt;
|'''Call transport shuttle''' || Praetor || 40  || 8 || Call a [[shuttle]] for your own use. It will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg  || ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call laborer team''' || Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call laborer gang''' || Count &amp;lt;br&amp;gt; Laborer Team Permit|| 60 || 8 || Call a group of 8 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call aerodrone strike''' || Knight/Dame || 45 || 6 || Call a single-impact aerodrone strike at a target position. || {{icon|silver|{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Call aerodrone salvo''' ||  Praetor &amp;lt;br&amp;gt; Aerodrone Strike Permit  || 45 || 8 || Call an extended salvo of aerodrone strikes around a target position||&lt;br /&gt;
|-&lt;br /&gt;
|'''Call trooper squad''' || Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Pawns|troopers]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call janissary squad''' || Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Pawns|janissaries]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call cataphract squad''' || Count/Countess  || 60 || 8 || Call a group of 4 heavy [[Empire#Pawns|cataphracts]] to aid you in battle.||  ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel drop''' || Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon|silver|{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Glitterworld medicine drop''' || Knight || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon|silver|{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Silver drop'''  || Knight || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon|silver|500}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Food drop''' || Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon|silver|{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
*'''Freeholder:''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Yeoman:''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*'''Acolyte:''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*'''Knight/Dame:''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor:''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness:''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Count/Countess:''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_vs_Non_Conceited|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;  !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || '''[[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female)''' || 1 Permit Point&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) ||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all ''fine'' floored''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], '''[[Formal vest]] (male) or [[Corset]] (female)''', '''[[Coronet]]''' ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all fine floored, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, '''Impressiveness 80''', '''All ''fine'' floored''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), '''[[Prestige robe]]''', [[Coronet]] ||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&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:|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* Royalty Initial Release: Added&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]]: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]]: added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]]: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]]: rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]]: added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]]: Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=78344</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=78344"/>
		<updated>2020-12-23T02:23:25Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Permits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Image wanted|note='''Need general images and a gallery of example Throne Rooms and Bedrooms for each rank'''}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to trade with and call help from the [[Empire]], but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Acolyte, the title holder will start to demand certain apparel, rooms, and furniture, and may begin to refuse to do particular types of work if the pawn has certain traits. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
Titles are granted upon reaching a certain threshold of [[Honor]]. Upon leveling up, you will receive a quest to accept a Bestowing Ceremony. Upon accepting the quest and performing the ceremony, your pawn will also gain levels of their [[Psylink]]. All titles, starting at Yeoman, allow an increasing level of psycast. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Acolyte, desire psycaster apparel or prestige armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Acolyte and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Acolyte, Nobles gain the ability to call in [[Permits]], with additional, more powerful abilities being made available at Praetor and Baron. These abilities can be used for free, but trigger a cooldown before they can be used freely again. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Ascetic]] bedroom and food requirements override title requirements, and thus Ascetics still prefer an awful bedroom and raw or simple food. They also do not need to wear noble apparels. Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied.  They do still need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet &amp;quot;mediocre throne room&amp;quot;, possibly a bug)) if the room is less than Mediocre.  In practice, this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Cannibal]] Nobles can eat human meat without penalty, and gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. &lt;br /&gt;
&lt;br /&gt;
[[Traits|Nudists]] are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. &lt;br /&gt;
&lt;br /&gt;
A [[Circadian half-cycler]] does not negate the need for a bedroom. &lt;br /&gt;
&lt;br /&gt;
Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Bestowing Ceremony ===&lt;br /&gt;
&amp;lt;small&amp;gt;''See also: [[Quests#.3CPAWN_NAME.3E.27s_.3CNEW_TITLE.3E_Ceremony|Quests]]''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Pawns|bestower]], a ceremonial priest-like figure who arrives by [[shuttle]] with a retinue of guards. He goes to the colonist's throne room, confirming that it satisfies the title requirements, and does the bestowing ceremony there. The ceremony itself gives the psylink upgrade and title. You can also betray the bestower to steal psylink neuroformers if you wish.&lt;br /&gt;
&lt;br /&gt;
=== Inheritance and Renouncing ===&lt;br /&gt;
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and performing a ritual.&lt;br /&gt;
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.&lt;br /&gt;
Titles can be renounced.&lt;br /&gt;
&lt;br /&gt;
===Speeches===&lt;br /&gt;
 ''Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.'' - In-Game Description&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give speeches. This ability is manually trigged by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last 4 hours. Like weddings and parties, undrafted pawns will attempt to attend. Pawns must attend to gain the benefits or detriments of the speech.&lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech. A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. In addition, each listener of an Inspiring Speech has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days.  At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Count rank this cooldown is {{ticks|600000}} or 10 in-game days. While Nobles above the rank of Count are not generally available to the player, if one is gained by for example by recruiting an [[Empire]] prisoner, then they will have the same cooldown as the Count. &lt;br /&gt;
&lt;br /&gt;
While the speech success chance is proportional to the [[Skills#Social|Social skill]] of the speaker, the exact relationship is unknown.&lt;br /&gt;
Similarly, it is known that the [[Social Impact]] stat also improves chances, but the exact relationship is once again unknown. Despite this, it is known that it provides a significant improvement, which give the headwear all speech-giving nobles ask for have a practical use. Prestige helmets are still highly recommended, but swapping to a [[top hat]] just the length of the speech is a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfulfilled, positive moodlet +6 if fulfilled.&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
=== Conceited vs Non Conceited ===&lt;br /&gt;
Titled pawns with the Greedy, Jealous, or Abrasive traits become Conceited after gaining Titles, and would refuse to do certain types of work as they rise up the ranks.&lt;br /&gt;
Titled pawns without those traits can continue to do all types of work they used to be able to even after gaining higher titles.&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
At certain levels nobles gain permits. You choose which royal permits you want to come with that title. There are more permits to choose from than before. Some permits require minimum titles before they can be chosen. This lets you customize your nobles somewhat. Permits generally cannot be used during their Cooldown, however [[Honor]] can be paid to use the permit again during the cooldown. It is unknown to this wiki if this can cause demotions or if you are just prevented from spending the permit if you do not have sufficient spare honor. &lt;br /&gt;
&lt;br /&gt;
NPC nobles will generate with a random number of permits appropriate to their rank. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost &amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(if used during cooldown)&amp;lt;/small&amp;gt; !! Description !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|-&lt;br /&gt;
|'''Call transport shuttle''' || Praetor || 40  || 8 || Call a [[shuttle]] for your own use. It will transport colonists, items, and animals on a one-way trip to anywhere you like within 70 world tiles. The shuttle can hold a total of 1000kg  ||&lt;br /&gt;
|-&lt;br /&gt;
|'''Call laborer team''' || Acolyte ||  60  || 4 || Call a group of 4 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call laborer gang''' || Count &amp;lt;br&amp;gt; Laborer Team Permit|| 60 || 8 || Call a group of 8 [[Empire#Pawns|laborers]] to assist you for 4 days. These workers can only do general labor tasks. You can control them as though they were your own colonists. You are required to keep them safe. || ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call aerodrone strike''' || Knight/Dame || 45 || 6 || Call a single-impact aerial strike at a target position. ||&lt;br /&gt;
|-&lt;br /&gt;
|'''Call aerodrone salvo''' ||  Praetor &amp;lt;br&amp;gt; Aerodrone Strike Permit  || 45 || 8 || Call an extended salvo of aerial strikes around a target position||&lt;br /&gt;
|-&lt;br /&gt;
|'''Call trooper squad''' || Acolyte  || 40 || 4 || Call a group of 4 light [[Empire#Pawns|troopers]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call janissary squad''' || Praetor || 50 || 6 || Call a group of 4 professional [[Empire#Pawns|janissaries]] to aid you in battle.|| ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Call cataphract squad''' || Count/Countess  || 60 || 8 || Call a group of 4 heavy [[Empire#Pawns|cataphracts]] to aid you in battle.||  ''N/A''&lt;br /&gt;
|-&lt;br /&gt;
|'''Steel drop''' || Acolyte || 45 || 4 || Call for a drop of 250 [[steel]]. || {{icon|silver|475}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Glitterworld medicine drop''' || Knight || 45 || 8 || Call for a drop of 5 [[glitterworld medicine]]. || {{icon|silver|250}} &lt;br /&gt;
|-&lt;br /&gt;
|'''Silver drop'''  || Knight || 45 || 6 ||Call for a drop of 500 [[silver]]. || {{icon|silver|500}}&lt;br /&gt;
|-&lt;br /&gt;
|'''Food drop''' || Acolyte  || 45 || 4 || Call for a drop of 20 [[packaged survival meal]]s.|| {{icon|silver|480}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
*'''Freeholder:''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Yeoman:''' The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility.&lt;br /&gt;
*'''Acolyte:''' The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor. Their low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord.&lt;br /&gt;
*'''Knight/Dame:''' The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors. Most knights have some wealth, but a few remain quite poor while others may be very rich. In peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor:''' The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness:''' The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Count/Countess:''' The title of count is the middle rank of middle nobility. In peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
*'''Duke/Duchess:''' The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! Incapable of if Conceited&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;  !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Acolyte || 6 (13) || 2 || '''Cleaning''' || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || '''[[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female)''' || 1 Permit Point&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Top hat]] (male) or [[Ladies hat]] (female) ||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all ''fine'' floored''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], '''[[Formal vest]] (male) or [[Corset]] (female)''', '''[[Coronet]]''' ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all fine floored, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, '''Impressiveness 80''', '''All ''fine'' floored''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), '''[[Prestige robe]]''', [[Coronet]] ||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight || Area 80, Impressiveness 160, Grand throne, all fine floored, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt; || Area 30, Impressiveness 80, all fine floored, Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Formal shirt]], [[Formal vest]] (male) or [[Corset]] (female), [[Prestige robe]], [[Coronet]] || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&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:|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* Royalty Initial Release: Added&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]]: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]]: added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]]: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]]: rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]]: added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]]: Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=78072</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=78072"/>
		<updated>2020-12-19T16:34:40Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Ore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Plasteel&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| market value base = 9&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| armor - sharp factor = 1.14&lt;br /&gt;
| armor - blunt factor = 0.55&lt;br /&gt;
| armor - heat factor = 0.65&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| mass = 0.25&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The [[Max Hit Points|strongest]] material in the game. Used for a lot of high tech stuff, especially ship engines and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game. &lt;br /&gt;
&lt;br /&gt;
Can be obtained by &lt;br /&gt;
*[[trading]], &lt;br /&gt;
*disassembling a dead [[Mechanoid]], &lt;br /&gt;
*mining compacted plasteel deposits, &lt;br /&gt;
*using a [[deep drill]] on an underground plasteel vein.}}&lt;br /&gt;
&lt;br /&gt;
'''Plasteel''' can be used to make some ''very'' tough defensive [[turret]]s and [[wall]]s, so consider setting some aside to shore up your frontline against [[raiders]]. Plasteel can also be used to craft very powerful melee weapons and armor, and is needed for [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|Compacted plasteel in game]] Compacted plasteel veins contain between 2 and 8 tiles. Each mined block yields 40 plasteel. Each chunk of ore has 8,000 HP, making it the slowest ore to mine and the toughest object in-game.&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzw8v5v78ut7v7gt&amp;topic_revId=vzw8vgoy1ivui7wt&amp;action=single-view</id>
		<title>Topic:Vztubwxjtucs2bgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzw8v5v78ut7v7gt&amp;topic_revId=vzw8vgoy1ivui7wt&amp;action=single-view"/>
		<updated>2020-12-19T11:54:47Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;amp;topic_showPostId=vzw8v5v78ut7v7gt#flow-post-vzw8v5v78ut7v7gt&quot;&gt;post&lt;/a&gt; on &quot;Infobox width change.&quot;&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzw8v5v78ut7v7gt&amp;topic_revId=vzw8v5v78ut7v7gt&amp;action=single-view</id>
		<title>Topic:Vztubwxjtucs2bgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzw8v5v78ut7v7gt&amp;topic_revId=vzw8v5v78ut7v7gt&amp;action=single-view"/>
		<updated>2020-12-19T11:54:38Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;amp;topic_showPostId=vzw8v5v78ut7v7gt#flow-post-vzw8v5v78ut7v7gt&quot;&gt;commented&lt;/a&gt; on &quot;Infobox width change.&quot; (&lt;em&gt;I&amp;#039;m not sure if the blurring is already there before the size change to the infoboxes, so perhaps you can look into it?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzvdu6u3my90q8p9&amp;topic_revId=vzvdu6u3my90q8p9&amp;action=single-view</id>
		<title>Topic:Vztubwxjtucs2bgt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;topic_postId=vzvdu6u3my90q8p9&amp;topic_revId=vzvdu6u3my90q8p9&amp;action=single-view"/>
		<updated>2020-12-19T02:37:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vztubwxjtucs2bgt&amp;amp;topic_showPostId=vzvdu6u3my90q8p9#flow-post-vzvdu6u3my90q8p9&quot;&gt;commented&lt;/a&gt; on &quot;Infobox width change.&quot; (&lt;em&gt;The animal infoboxes look alright to me, however for the weapon infoboxes it appears that this change also made weapon thumbnails look bi...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:PigeonGuru&amp;diff=77883</id>
		<title>User:PigeonGuru</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:PigeonGuru&amp;diff=77883"/>
		<updated>2020-12-14T12:24:43Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Current projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rimworld player and wiki editor/moderator.&lt;br /&gt;
&lt;br /&gt;
Plays with custom scenarios and makes some personal mods.&lt;br /&gt;
&lt;br /&gt;
Currently not very active in edits, but still watches over the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
[[User:PigeonGuru/Sandbox|Sandbox]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[User:PigeonGuru/Archive|Archive]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Current&amp;lt;/s&amp;gt; Long since abandoned projects ===&lt;br /&gt;
&lt;br /&gt;
*[[User:PigeonGuru/Metaguide|Wiki metaguide]]&lt;br /&gt;
*[[User:PigeonGuru/Staff Noticeboard|Staff Noticeboard]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:PigeonGuru&amp;diff=77882</id>
		<title>User:PigeonGuru</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:PigeonGuru&amp;diff=77882"/>
		<updated>2020-12-14T12:22:58Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rimworld player and wiki editor/moderator.&lt;br /&gt;
&lt;br /&gt;
Plays with custom scenarios and makes some personal mods.&lt;br /&gt;
&lt;br /&gt;
Currently not very active in edits, but still watches over the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Experimentation ===&lt;br /&gt;
[[User:PigeonGuru/Sandbox|Sandbox]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[User:PigeonGuru/Archive|Archive]]&lt;br /&gt;
&lt;br /&gt;
=== Current projects ===&lt;br /&gt;
&lt;br /&gt;
*[[User:PigeonGuru/Metaguide|Wiki metaguide]]&lt;br /&gt;
*[[User:PigeonGuru/Staff Noticeboard|Staff Noticeboard]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=77850</id>
		<title>Development mode</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Development_mode&amp;diff=77850"/>
		<updated>2020-12-11T02:07:38Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]]&lt;br /&gt;
'''Development mode''' is a feature on the [[user interface]] that serves both as a debugging tool for developers and as a cheat menu for most other players.&lt;br /&gt;
&lt;br /&gt;
When active, it is seen as an additional menu on the top of the screen.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Items are shown from left to right in the picture.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DebugLog.png]] Debug log ===&lt;br /&gt;
An output log for debugging. Shows errors if they occur, as well as debug outputs.&lt;br /&gt;
&lt;br /&gt;
=== [[File:PackageEditor.png]] Package editor ===&lt;br /&gt;
It allows you to edit game data while the game is running. Currently limited to sound and colonist hairstyles.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ViewSettings.png]] View settings ===&lt;br /&gt;
Toggles special debug visuals, such as shooting hit chances, infestation chances and toggling fog (fog of war) and snow visibility.&lt;br /&gt;
&lt;br /&gt;
It also allows some debug settings, for example, unlimited power, toggling damage, and fast research, learning (i.e. instant boost to lv 20 upon doing a task), ecology, crafting, caravans, etc.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug actions menu ===&lt;br /&gt;
Forces a variety of things to happen. Many things can be done from here; spawning items and pawns, executing events, downing/ killing pawns, they are all done through this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Debug.png]] Debug logging menu ===&lt;br /&gt;
Where some debugging information can be found, like crop economy, item nutrition, and such.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Inspector.png]] Inspector ===&lt;br /&gt;
Lets you see what's happening in the game.&lt;br /&gt;
&lt;br /&gt;
=== [[File:GodMode.png]] God mode ===&lt;br /&gt;
&lt;br /&gt;
Toggles god mode. While active you can build structures instantly at no price and research. Godmode can be also toggled through 'View Settings'.&lt;br /&gt;
&lt;br /&gt;
Godmode persists even when development mode is turned off.&lt;br /&gt;
&lt;br /&gt;
=== Autopause ===&lt;br /&gt;
Toggles autopause when an error is logged.&lt;br /&gt;
&lt;br /&gt;
=== Save translation report ===&lt;br /&gt;
An option shown on the title screen, it generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and other useful information for translators.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Permanently disable ===&lt;br /&gt;
In the Options menu in-game, you have the choice to 'permanently' disable development mode. This prevents you from cheating using this.&lt;br /&gt;
&lt;br /&gt;
You can reset it by deleting the 'DevModeDisabled' file can be found in the config folder&lt;br /&gt;
&lt;br /&gt;
It can be retrieved through:&lt;br /&gt;
Start+R &amp;gt; appdata &amp;gt; LocalLow &amp;gt; Ludeon Studios &amp;gt; Rimworld by Ludeon Studios &amp;gt; Config.&lt;br /&gt;
&lt;br /&gt;
== Debug Action Menu ==&lt;br /&gt;
[[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it.&lt;br /&gt;
&lt;br /&gt;
Commands prefaced with with '''&amp;quot;T:&amp;quot;''' seem to temporarily alter the mouse behavior to do execute the command on  left click, with right click cancelling this behavior.&lt;br /&gt;
&lt;br /&gt;
Commands ending with an ellipsis '''&amp;quot;...&amp;quot;''' seem to tend to open a submenu, but not commands that do so have the ellipsis and not all commands that have an ellipsis do so. Its meaning is currently unclear. &lt;br /&gt;
===Incidents===&lt;br /&gt;
Creates [[events]] and [[raid]]s&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Do incident (Map) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident x10 (Map) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Do incident w/ point (Map) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with points || ?&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with factions || ?&lt;br /&gt;
|-&lt;br /&gt;
| Execute raid with specifics || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
Tools for adding [[quests]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quests x10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| DGenerate quests x30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate quest (1x for each points) || ?&lt;br /&gt;
|-&lt;br /&gt;
| QuestPart test || ?&lt;br /&gt;
|-&lt;br /&gt;
| Log genearted quest savedata|| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Plants || Destroys all plants on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Things || Destroys everything on the map.&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Clutter || ?&lt;br /&gt;
|-&lt;br /&gt;
| Finish All Research || Finishes all research projects.&lt;br /&gt;
|-&lt;br /&gt;
| Replace All Trade Ships || &lt;br /&gt;
* All current [[trader|trade ships]] leave&lt;br /&gt;
* A random selection of 5 trade ships replace them. This includes modded trade ships, if any.&lt;br /&gt;
|-&lt;br /&gt;
| Change weather... || Opens a sub menu where the chosen weather can be selected. Doing it once will gradually change the weather. Using the same command twice will immediately change the weather&lt;br /&gt;
|-&lt;br /&gt;
| Play song... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Play sound... || ?&lt;br /&gt;
|-&lt;br /&gt;
| End game condition... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Prisoner || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Guest || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Assault || If there are waiting enemies on the map, force them to begin their attack.&lt;br /&gt;
|-&lt;br /&gt;
| Force Enemy Flee || If there are attacking enemies on the map, force them to flee.&lt;br /&gt;
|-&lt;br /&gt;
| Adaption Progess10 Days|| ?&lt;br /&gt;
|-&lt;br /&gt;
| Unload Unused Assets || ?&lt;br /&gt;
|-&lt;br /&gt;
| Name settlement || ?&lt;br /&gt;
|-&lt;br /&gt;
| Next lesson || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regen All Map Mesh Sections || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Camera Config || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Ship Countdown || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Start Ship || ?&lt;br /&gt;
|-&lt;br /&gt;
| Flash Trade Drop Spot || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Faction Leader || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Kidnapped Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set Faction Relations || ?&lt;br /&gt;
|-&lt;br /&gt;
| Visitor Gift || ?&lt;br /&gt;
|-&lt;br /&gt;
| Refog Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Use Gen Step || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time6 Hours || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment time 1 day || ?&lt;br /&gt;
|-&lt;br /&gt;
| Increment Time1 Season || ?&lt;br /&gt;
|-&lt;br /&gt;
| Storywatcher tick 1 day || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add techprint to project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apply techprint on project {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kill Random Lent Colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy All Hats || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Apparel Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| Pawn Kind Ability Check || ?&lt;br /&gt;
|-&lt;br /&gt;
| Award 4 honor {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Award 10 honor {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove 4 honor {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| Reduce royal title {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Destroy || Left click to destroy an object or pawn, obliterating it from existence without leaving anything behind.&lt;br /&gt;
|-&lt;br /&gt;
| T: Kill || Left click to kill an object or pawn. Killing this way would leave behind corpses or resources.&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage || Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: 500 damage || Left click to deal 10 damage to an object or pawn.&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear area 21x21 || Left click to destroy all objects in a 21 by 21 area, excluding flooring.&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Rock 11x11  || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[Damage Types|bomb]]) || Left click to create explosions. The explosions have a radius of ? tiles and do 50 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (flame) ||  Left click to create flame explosions. The explosions have a radius of ? tiles and do 10 damage, as well as setting objects on fire. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (stun) || Left click to create stunning explosions. The explosions have a radius of ? tiles and stun for ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[EMP]]) || Left click to create exposions of [[EMP]]. The explosions have a radius of ? tiles and do ? damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion (extinguisher) || Left click to create explosions of firefoam similar to a [[firefoam popper]]. The foam has a radius of ? tiles and create [[Firefoam]] on the ground. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Explosion ([[smoke]]) || Left click to create clouds of [[Smoke]]. The clouds have a radius of ? tiles and last ? seconds. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Lightning Strike || Left click to create [[Lightning]] strikes. The strikes have a radius of 1.9 tiles and do 10 damage. Right click to cancel&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear All Snow || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (10) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Push heat (-1000) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Finish Plant Growth || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow1 Day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grow To Maturity || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Regen Section || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Randomize Color || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Rot1 day || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force sleep || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Fuel -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Break down... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Use Scatterer || ?&lt;br /&gt;
|-&lt;br /&gt;
| BaseGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| SketchGen || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make Roof || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Delete Roof || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Test Flood Unfog || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Closwalk Cell30 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Walk Path || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Skygaze Cell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Direct Flee Dest || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash Spectators Cells || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Check Reachability || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Flash TryFindRandomPawnExitCell || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: RandomSpotJustOutsideColony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Random Spot Near ThingAvoiding Host??? || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Attach Fire || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
A number of commands to interact with pawns of all types - humans or animals, colonist or otherwise, alive or dead. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| T: Resurrect || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Until Down || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Legs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Carried Damage To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: 10 damage until dead || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Held Pawn To Death || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Minor || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Catastrophic || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Surgery Fail Ridiculous || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Restory Body Part || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apply damage... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Apply Hedif... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove Hediff... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Heal random injury (10) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Activate HediffGiver || ?&lt;br /&gt;
|-&lt;br /&gt;
| Activate HediffGiver World Pawn|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Discover Hediffs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Grant Immunities || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Give Birth || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Resistance -10 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: +20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: -20 [[Psycasts#Neural Heat|neural heat]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: List Melee Verbs || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Add/remove pawn relation || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Add Opinion Talks About || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force vomit... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] +20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: [[Psycasts#Psyfocus|Psyfocus]] -20% {{RoyaltyIcon}}|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Food -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Rest -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Joy -20%|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Chemical -20% || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set [[Skill]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Max [[Skill]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Max All [[Skill]]s || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Mental break]]... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Mental state... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Stop mental state || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Inspiration]]... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Give [[trait]]... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set [[backstory]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Give ability... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Give Psylink... {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Remove neural heat {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Give good thought... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Give bad thought... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Clear Bound Unfinished Things || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Birthday || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Recruit || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Damage Apparel || ?&lt;br /&gt;
|-&lt;br /&gt;
| Wear apparel (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Equip primary (selected) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Tame Animal || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Train Animal || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Develop Bound Relation || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Queue Training Decay || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Marriage Ceremony || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Force Interaction || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Random Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| Start Gathering || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Start Prison Break || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Pass To World || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make1 Year Older || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Job Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try Joy Giver || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: EndCurrentJob(InterruptForced) || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: CheckForJobOverride || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Job Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Toggle Stance Logging|| ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Kidnap colonist || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Face cell (selected)... || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
Spawns things - items, pawns, terrain etc.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Spawn Pawn || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Weapon]] || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[apparel]]... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place near thing... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 25... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place near stack of 75... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct thing... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Try place direct stack of 25... || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Try add to inventory... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing with wipe mode... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Set terrain... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Mechanoid cluster|Mech Cluster]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Make [[filth]] x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Spawn Faction Leader || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn world pawn... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn thing set... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Trigger effecter... || ?&lt;br /&gt;
|-&lt;br /&gt;
| Spawn [[Shuttle]] {{RoyaltyIcon}} || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Map management ===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Leak Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Print Leaked Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Add Game Condition || ?&lt;br /&gt;
|-&lt;br /&gt;
| Remove Game Condition || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Transfer || ?&lt;br /&gt;
|-&lt;br /&gt;
| Change Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Regenerate Current Map || ?&lt;br /&gt;
|-&lt;br /&gt;
| Generate Map With Caves || ?&lt;br /&gt;
|-&lt;br /&gt;
| Run Map Generator || ?&lt;br /&gt;
|-&lt;br /&gt;
| Force Reform in Current Map || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autotests ===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Make Colony (full) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Make colony (animals) || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force downed x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test force kill x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail catastrophic x100 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test Surgery fail ridiculous x100  || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test generate pawn x1000 || ?&lt;br /&gt;
|-&lt;br /&gt;
| T: Generate Pawns Of All Shapes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Check Region Listes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Test time-to-down || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale All PawnKinds || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale Humanlikes || ?&lt;br /&gt;
|-&lt;br /&gt;
| Battle Royale By Damagetype || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug Logging Menu ==&lt;br /&gt;
[[File:Debug logging menu.jpeg|500px|thumb|right|Debug Logging Menu with [[Royalty DLC]] installed.]]&lt;br /&gt;
===Economy===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===General===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Incidents===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Performance===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===System===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Text generation===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===UI===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===World pawns===&lt;br /&gt;
?&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Effect&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=77612</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=77612"/>
		<updated>2020-12-02T16:18:04Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Spawning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Infestations are an [[event]] and are big threat. This can happen randomly or can be caused by a [[quest]], quests will warn if this is an outcome.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C gradually reduce the spawn chances, with the chance dropping to zero at -17°C. A well-lit base discourages insects from nesting, though it can still happen. &lt;br /&gt;
&lt;br /&gt;
Also word of note, in the late game, some infestations can be so large, that if evena small bit of your base in under a mountain that they are spawning in, and there is not enough space in said mountain, they will start spawning in rooms that have a ceiling inside your base, allowing them to spawn pretty far inside your base. Though more research needs to be done to fully confirm how this &amp;quot;infestation base overflow&amp;quot; occurs, it has been noted by several players. So please take note of this when building bases.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives to defend them, attacking and chasing any intruder within a radius of 30 to 35 tiles and returning to their hives once the threat is gone.  They will also randomly dig at rocks to expand their hive.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance.  When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.&lt;br /&gt;
&lt;br /&gt;
=== Mitigation ===&lt;br /&gt;
&lt;br /&gt;
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.&lt;br /&gt;
&lt;br /&gt;
[[File:Planned infestation.jpg|400px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear. (Though never rely on this completely unless you exactly what you are doing. If your base is in a moutain, be prepared for infestations no matter what.)&lt;br /&gt;
&lt;br /&gt;
Another good tactic to avoid or minimize this risk of them spawning in your base is by strip mining into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and can help drastically odds of one spawning in your base, that they may rarely spawn in your base.&lt;br /&gt;
&lt;br /&gt;
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
&lt;br /&gt;
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony.  You can retrieve the jelly when the insects are asleep. &amp;lt;br&amp;gt;&lt;br /&gt;
Another product [[glow pod]]s that light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infestation&amp;diff=77611</id>
		<title>Infestation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infestation&amp;diff=77611"/>
		<updated>2020-12-02T16:15:34Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Infestations are an [[event]] and are big threat. This can happen randomly or can be caused by a [[quest]], quests will warn if this is an outcome.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
Insect [[hive]]s spawn in an area below an Overhead Mountain and within 30 tiles of a colony [[structure]]. Other factors such as rock walls and light have some influence on their spawn point of choice. Temperatures under -8°C gradually reduce the spawn chances, with the chance dropping to zero at -17°C. A well-lit base discourages insects from nesting, though it can still happen. &lt;br /&gt;
&lt;br /&gt;
Also word of note, in the late game, some infestations can be so large, that if a small bit of your base in under a mountain that they are spawning in, and there is not enough space in said mountain, they will start spawning in rooms that have a ceiling inside your base, leading them to be able to spawn pretty far in your base. Though more research needs to be done on this to fully confirm how this &amp;quot;infestation base overflow&amp;quot; occurs it has been noted by several players. Take note of this when building bases&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
[[Insectoids]] ([[Megascarab]]s, [[Megaspider]]s and [[Spelopede]]s) will spawn near hives to defend them, attacking and chasing any intruder within a radius of 30 to 35 tiles and returning to their hives once the threat is gone.  They will also randomly dig at rocks to expand their hive.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Infestations}}&lt;br /&gt;
&lt;br /&gt;
Infestations are most threatening in mountain bases, as they can spawn practically anywhere inside your base. They are much less harmful in other bases though, and can be considered as a normal-level threat there. Insectoids are melee fighters so colonists with ranged equipment can try to kill them from a safe distance.  When fighting an infestation always ensure you completely annihilate every hive. If even one is left, insectoids can keep spawning and leave you back where you started.&lt;br /&gt;
&lt;br /&gt;
=== Mitigation ===&lt;br /&gt;
&lt;br /&gt;
If you bait insects to spawn elsewhere the chance of an infestation spawning inside is greatly reduced. Temperatures above -8°C have no bearing on hive spawning (e.g. very hot weather), neither does flooring. If spawned by a quest they may spawn outside in the open.&lt;br /&gt;
&lt;br /&gt;
[[File:Planned infestation.jpg|400px|thumb|right|An infestation spawn point trapped with incendiary IEDs, surrounded by stone walls and doors.]]&lt;br /&gt;
&lt;br /&gt;
If you are able to ensure that there is only one valid spawn location on your base map, you can prepare this area to automatically trap and kill the insects when they appear. (Though never rely on this completely unless you exactly what you are doing. If your base is in a moutain, be prepared for infestations no matter what.)&lt;br /&gt;
&lt;br /&gt;
Another good tactic to avoid or minimize this risk of them spawning in your base is by strip mining into many different mountain areas. If you then segment the spaces under the mountain into rooms around 20-40 cells big, this will allow more spaces for the infestations to spawn, and can help drastically odds of one spawning in your base, that they may rarely spawn in your base.&lt;br /&gt;
&lt;br /&gt;
If the hives are kept intact, they will reproduce progressively. If all Megaspiders or Spelopedes are killed, the hives will deteriorate due to lack of maintenance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
&lt;br /&gt;
Hives spawn [[insect jelly]] in stacks of 20 units every day or so. You can farm these by building walls and doors, but insects may dig out and attack your colony.  You can retrieve the jelly when the insects are asleep. &amp;lt;br&amp;gt;&lt;br /&gt;
Another product [[glow pod]]s that light for 20 days (as long as they’re installed). These can only be reinstalled should the hive be destroyed in version stable 1.0.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Nav/Clothing&amp;diff=77569</id>
		<title>Template talk:Nav/Clothing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Nav/Clothing&amp;diff=77569"/>
		<updated>2020-12-01T02:34:10Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Changing the layout ==&lt;br /&gt;
&lt;br /&gt;
The distinction between clothing and armor is not particularly useful imo. [[Flak pants]] are armor but aren't usually compared against armor for example. You're not weighing a [[Bowler hat]] against a [[parka]], you're comparing it to a [[simple helmet]] or [[cowboy hat]].&lt;br /&gt;
&lt;br /&gt;
So given this, I suggest the nav box be altered. Get rid of the existing sctructe, &lt;br /&gt;
Instead:&lt;br /&gt;
* No royalty category, use {{RoyaltyIcon}} to denote royalty items like in other navs&lt;br /&gt;
* Structure the box by coverage area&lt;br /&gt;
** Head - Helmets, hats etc&lt;br /&gt;
** Legs - Pants&lt;br /&gt;
** Torso - Shirts, vest, torso&lt;br /&gt;
** Shell - Plate armor, power armors, dusters, parkas, robes etc. &lt;br /&gt;
&lt;br /&gt;
Now obviously this isn't perfect. A flak vest doesn't conflict with a t-shirt. And tribalwear takes up both Pants and Torso &amp;quot;slots&amp;quot; but doesn't warrant its own section either. And Plate and power armor takes up the Shell AND the Middle layers. But I still think its more useful when navigating than the currennt system.&lt;br /&gt;
&lt;br /&gt;
If the armor/clothing disctinction is considered valuable, then you could preserve that by broken the sections into two parts were relevant. For example: &lt;br /&gt;
*Head&lt;br /&gt;
**Hats&lt;br /&gt;
**Helmets&lt;br /&gt;
*Shell&lt;br /&gt;
**Armor&lt;br /&gt;
**Clothing&lt;br /&gt;
&lt;br /&gt;
But theres enough questions and opinion here that I'd like feedback before making a bold edit here.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:05, 1 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I feel that this is a valid point, maybe you can first make a test template to see how it looks. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 02:12, 1 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately due to how the Nav templates are set up, a new template location has to added to main template as well before they will display properly (though there are exceptions to this as they're inconsistently configured because of course there are). I could change the template and we could revert it? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:22, 1 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That can work, see how it goes first. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 02:34, 1 December 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Nav/Clothing&amp;diff=77565</id>
		<title>Template talk:Nav/Clothing</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Nav/Clothing&amp;diff=77565"/>
		<updated>2020-12-01T02:13:02Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Changing the layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Changing the layout ==&lt;br /&gt;
&lt;br /&gt;
The distinction between clothing and armor is not particularly useful imo. [[Flak pants]] are armor but aren't usually compared against armor for example. You're not weighing a [[Bowler hat]] against a [[parka]], you're comparing it to a [[simple helmet]] or [[cowboy hat]].&lt;br /&gt;
&lt;br /&gt;
So given this, I suggest the nav box be altered. Get rid of the existing sctructe, &lt;br /&gt;
Instead:&lt;br /&gt;
* No royalty category, use {{RoyaltyIcon}} to denote royalty items like in other navs&lt;br /&gt;
* Structure the box by coverage area&lt;br /&gt;
** Head - Helmets, hats etc&lt;br /&gt;
** Legs - Pants&lt;br /&gt;
** Torso - Shirts, vest, torso&lt;br /&gt;
** Shell - Plate armor, power armors, dusters, parkas, robes etc. &lt;br /&gt;
&lt;br /&gt;
Now obviously this isn't perfect. A flak vest doesn't conflict with a t-shirt. And tribalwear takes up both Pants and Torso &amp;quot;slots&amp;quot; but doesn't warrant its own section either. And Plate and power armor takes up the Shell AND the Middle layers. But I still think its more useful when navigating than the currennt system.&lt;br /&gt;
&lt;br /&gt;
If the armor/clothing disctinction is considered valuable, then you could preserve that by broken the sections into two parts were relevant. For example: &lt;br /&gt;
*Head&lt;br /&gt;
**Hats&lt;br /&gt;
**Helmets&lt;br /&gt;
*Shell&lt;br /&gt;
**Armor&lt;br /&gt;
**Clothing&lt;br /&gt;
&lt;br /&gt;
But theres enough questions and opinion here that I'd like feedback before making a bold edit here.&lt;br /&gt;
&lt;br /&gt;
[[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:05, 1 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I feel that this is a valid point, maybe you can first make a test template to see how it looks. '''[[User:PigeonGuru|PigeonGuru]]''' ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 02:12, 1 December 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vy1vdv9d4hgcldal&amp;topic_revId=vy1vfxu9pzagjwct&amp;action=single-view</id>
		<title>Topic:Vxtrg7bw23fgxb4d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vy1vdv9d4hgcldal&amp;topic_revId=vy1vfxu9pzagjwct&amp;action=single-view"/>
		<updated>2020-11-19T16:49:14Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;amp;topic_showPostId=vy1vdv9d4hgcldal#flow-post-vy1vdv9d4hgcldal&quot;&gt;post&lt;/a&gt; on &quot;Merge &amp;quot;Thought Details&amp;quot; section into the table?&quot;&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vy1vdv9d4hgcldal&amp;topic_revId=vy1vdv9d4hgcldal&amp;action=single-view</id>
		<title>Topic:Vxtrg7bw23fgxb4d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vy1vdv9d4hgcldal&amp;topic_revId=vy1vdv9d4hgcldal&amp;action=single-view"/>
		<updated>2020-11-19T16:48:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;amp;topic_showPostId=vy1vdv9d4hgcldal#flow-post-vy1vdv9d4hgcldal&quot;&gt;commented&lt;/a&gt; on &quot;Merge &amp;quot;Thought Details&amp;quot; section into the table?&quot; (&lt;em&gt;I think so too, looks like you have some ideas in mind as to how to deal with it which is good though.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=76593</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=76593"/>
		<updated>2020-11-18T05:23:50Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A [[colonist]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by [[thoughts]] and [[traits]], which add or subtract from a base mood determined by the difficulty level. A colonist's &amp;quot;Needs&amp;quot; tab shows the Mood bar graph and all active mood modifiers. &amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
With a sufficiently high mood (&amp;gt;90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Mood updates gradually, rather than instantly, in response to new mood modifiers.  There is a &amp;quot;mood target&amp;quot;, indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target.  For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place.  This can lead to large discrepancies that may confuse the naive player.  Imagine a Tired (-12 mood) colonist, who is &amp;quot;Soaking wet&amp;quot; (-3) in &amp;quot;Darkness&amp;quot; (-5) and had &amp;quot;Observed rotting corpse x2&amp;quot; (-9) ten hours ago, and is also &amp;quot;Ravenously hungry&amp;quot; (-12); let's say his net mood is 10, which is in the &amp;quot;Major break risk&amp;quot; range.  Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time.  A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the &amp;quot;Major break risk&amp;quot; warning (though mental breaks do not trigger while asleep).&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:&lt;br /&gt;
&lt;br /&gt;
'''Avoid bad things''' &lt;br /&gt;
&lt;br /&gt;
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.&lt;br /&gt;
&lt;br /&gt;
'''Environment'''&lt;br /&gt;
&lt;br /&gt;
A colonist in a clean, beautiful and spacious interior is a happy colonist. Conversely, a colonist in a hideous environment can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.&lt;br /&gt;
&lt;br /&gt;
'''Recreation'''&lt;br /&gt;
&lt;br /&gt;
A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.&lt;br /&gt;
&lt;br /&gt;
'''Possessions'''&lt;br /&gt;
&lt;br /&gt;
Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.&lt;br /&gt;
&lt;br /&gt;
The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.&lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
Lavish [[meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
'''Extreme measures'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies: assigning the pawn to go to sleep (works for some hours until the rest bar fills up), anesthetizing the pawn (decent for short periods, but costs medicine every time), putting them in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will), and the famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}&lt;br /&gt;
&lt;br /&gt;
==== Details ====&lt;br /&gt;
&lt;br /&gt;
These thoughts occur if a colonist has used a room.&lt;br /&gt;
&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Impressive&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by these rooms:&lt;br /&gt;
*Bedrooms: When a colonist sleeps in a bedroom.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Barracks: When a colonist sleeps in a barracks, along with others.&lt;br /&gt;
**Full range.&lt;br /&gt;
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Rec room: When a colonist uses joy facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Prison cell: When a colonist is imprisoned in a prison cell.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}&lt;br /&gt;
&lt;br /&gt;
{{Royalty}}{{:Thoughts/Situation_Special (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Cold: 1 - 10 °C below comfort.&lt;br /&gt;
*Very cold: 11 - 20 °C below comfort.&lt;br /&gt;
*Shivering: 21 °C or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 15%.&lt;br /&gt;
*Comfortable: When comfort rises above 60%.&lt;br /&gt;
*Very comfortable: When comfort rises above 70%.&lt;br /&gt;
*Extremely comfortable: When comfort rises above 80%.&lt;br /&gt;
*Luxuriantly comfortable: When comfort rises above 90%.&lt;br /&gt;
&lt;br /&gt;
====Dead man's apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 30.&lt;br /&gt;
*Tired: When rest level dips below 20.&lt;br /&gt;
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Hot: 1 - 10 °C above comfortable temperature.&lt;br /&gt;
*Very hot: 11 - 20 °C above comfortable temperature.&lt;br /&gt;
*Extremely hot: 21 - 30 °C above comfortable temperature.&lt;br /&gt;
*Burning up: 31 °C or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Low expectations====&lt;br /&gt;
This thought occurs when total colony wealth is below a certain value. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety):&lt;br /&gt;
*Extremely low expectations: When wealth is below 15000. Joy tolerance loss per day 18%. 2 recreation types recommended.&lt;br /&gt;
*Very low expectations: When wealth is below 31000. Joy tolerance loss per day 13%. 3 recreation types recommended.&lt;br /&gt;
*Low expectations: When wealth is below 81000. Joy tolerance loss per day 11%. 3 recreation types recommended.&lt;br /&gt;
*Moderate expectations: When wealth is below 182000. Joy tolerance loss per day 10%. 4 recreation types recommended.&lt;br /&gt;
*High expectations: When wealth is below 308000. Joy tolerance loss per day 8%. 5 recreation types recommended.&lt;br /&gt;
*Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Ancient_Ship_Crash|psychic ship]] or [[Events#Psychic_Drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.  See [[Joy]].&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below 16°C. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accecssible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth is removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=76592</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=76592"/>
		<updated>2020-11-18T05:18:58Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Thought Details */&lt;/p&gt;
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A [[colonist]]'s '''mood''' ranges from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by [[thoughts]] and [[traits]], which add or subtract from a base mood determined by the difficulty level. A colonist's &amp;quot;Needs&amp;quot; tab shows the Mood bar graph and all active mood modifiers. &amp;lt;br&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
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| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
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| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
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| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
With a sufficiently high mood (&amp;gt;90%?), colonists can sometimes get [[Mental inspiration|inspired]] to work harder, run faster or gain other interesting positive benefits. Mood management is a large part of the game, as a happy colony is a productive colony. An unhappy colony generally doesn't get a whole lot done as colonists in a [[mental break]] are too busy digging up corpses, wandering around aimlessly or beating up their loved ones.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Mood updates gradually, rather than instantly, in response to new mood modifiers.  There is a &amp;quot;mood target&amp;quot;, indicated by a white triangle below the blue Mood bar, which ''does'' update instantly; and then the actual mood level slowly moves toward the target.  For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Furthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place.  This can lead to large discrepancies that may confuse the naive player.  Imagine a Tired (-12 mood) colonist, who is &amp;quot;Soaking wet&amp;quot; (-3) in &amp;quot;Darkness&amp;quot; (-5) and had &amp;quot;Observed rotting corpse x2&amp;quot; (-9) ten hours ago, and is also &amp;quot;Ravenously hungry&amp;quot; (-12); let's say his net mood is 10, which is in the &amp;quot;Major break risk&amp;quot; range.  Imagine this colonist comes inside, eats a fine meal (+5), and immediately goes to sleep; the mood bar has risen to 15 by this time.  A few hours into his sleep, all the negative modifiers are gone and his mood target is 56, well out of the danger zone; however, the mood bar will stay where it is at 15 until he wakes up, and so will the &amp;quot;Major break risk&amp;quot; warning (though mental breaks do not trigger while asleep).&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. The key to happiness is, in subjective order of importance:&lt;br /&gt;
&lt;br /&gt;
'''Avoid bad things''' &lt;br /&gt;
&lt;br /&gt;
Keep an eye on your colonist's needs tab and see which of their negative thoughts can be alleviated.&lt;br /&gt;
&lt;br /&gt;
'''Environment'''&lt;br /&gt;
&lt;br /&gt;
A colonist in a clean, beautiful and spacious interior is a happy colonist. Conversely, a colonist in a hideous environment can quickly go berserk. The difference between the best and worst of environments can be as much as 60 mood.&lt;br /&gt;
&lt;br /&gt;
'''Recreation'''&lt;br /&gt;
&lt;br /&gt;
A few hours of mandatory recreation time per day on a variety of recreation objects will prevent tantrum spirals and will lead to long-lasting mental stability. Spread out the recreation time over the day to keep colonists' recreation need topped up.&lt;br /&gt;
&lt;br /&gt;
'''Possessions'''&lt;br /&gt;
&lt;br /&gt;
Although most communes share all their possessions, some [[traits]] can benefit from certain types of apparel or [[weapons|weaponry]]. Not wearing tattered apparel is also something pawns can enjoy, so assigning their outfit to have at least 50% durability is an option. Lastly, a very impressive bedroom leads to long-term happiness.&lt;br /&gt;
&lt;br /&gt;
The most cost-effective methods of mood management the player has direct influence over are reducing negative thoughts such as organ-harvesting and observing or butchering corpses, so if mood is a problem maybe it's time to stop. Relatively cheap and effective in both short- and long-term is making sure your colonists have a pleasant, clean and comfortable environment. A comfortable [[chair]] at a workstation can provide an up to +10 mood boost for the low cost of some resources, and a good [[quality]] [[bed]] to sleep in will ensure colonists wake up with a smile. Some art in their surroundings can further push up their mood.&lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
Lavish [[meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
'''Extreme measures'''&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if you give them the best food and bedroom and all-day recreation. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies: assigning the pawn to go to sleep (works for some hours until the rest bar fills up), anesthetizing the pawn (decent for short periods, but costs medicine every time), putting them in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will), and the famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}&lt;br /&gt;
&lt;br /&gt;
{{Royalty}}{{:Thoughts/Situation_Special (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Cold: 1 - 10 °C below comfort.&lt;br /&gt;
*Very cold: 11 - 20 °C below comfort.&lt;br /&gt;
*Shivering: 21 °C or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 15%.&lt;br /&gt;
*Comfortable: When comfort rises above 60%.&lt;br /&gt;
*Very comfortable: When comfort rises above 70%.&lt;br /&gt;
*Extremely comfortable: When comfort rises above 80%.&lt;br /&gt;
*Luxuriantly comfortable: When comfort rises above 90%.&lt;br /&gt;
&lt;br /&gt;
====Dead man's apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 30.&lt;br /&gt;
*Tired: When rest level dips below 20.&lt;br /&gt;
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a teetotaler using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Hot: 1 - 10 °C above comfortable temperature.&lt;br /&gt;
*Very hot: 11 - 20 °C above comfortable temperature.&lt;br /&gt;
*Extremely hot: 21 - 30 °C above comfortable temperature.&lt;br /&gt;
*Burning up: 31 °C or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Low expectations====&lt;br /&gt;
This thought occurs when total colony wealth is below a certain value. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety):&lt;br /&gt;
*Extremely low expectations: When wealth is below 15000. Joy tolerance loss per day 18%. 2 recreation types recommended.&lt;br /&gt;
*Very low expectations: When wealth is below 31000. Joy tolerance loss per day 13%. 3 recreation types recommended.&lt;br /&gt;
*Low expectations: When wealth is below 81000. Joy tolerance loss per day 11%. 3 recreation types recommended.&lt;br /&gt;
*Moderate expectations: When wealth is below 182000. Joy tolerance loss per day 10%. 4 recreation types recommended.&lt;br /&gt;
*High expectations: When wealth is below 308000. Joy tolerance loss per day 8%. 5 recreation types recommended.&lt;br /&gt;
*Sky-High: When wealth is below 1000000000 (A value near impossible to reach). Joy tolerance loss per day 7%. 6 recreation types recommended.&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Ancient_Ship_Crash|psychic ship]] or [[Events#Psychic_Drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.  See [[Joy]].&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Room stats ====&lt;br /&gt;
These thoughts occur if a colonist has used a room.&lt;br /&gt;
&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Impressive&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by these rooms:&lt;br /&gt;
*Bedrooms: When a colonist sleeps in a bedroom.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Barracks: When a colonist sleeps in a barracks, along with others.&lt;br /&gt;
**Full range.&lt;br /&gt;
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Rec room: When a colonist uses joy facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Prison cell: When a colonist is imprisoned in a prison cell.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below 16°C. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accecssible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth is removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=76591</id>
		<title>Thoughts/Memory Death</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=76591"/>
		<updated>2020-11-18T05:18:25Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Death.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Justified execution| Justified execution]]&lt;br /&gt;
| A guilty prisoner or guest was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Guilty prisoner or guest executed || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Someone was euthanized| Someone was euthanized]]&lt;br /&gt;
| A prisoner or guest was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Prisoner or guest euthanized || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Someone was executed| Someone was executed]]&lt;br /&gt;
| A prisoner or guest was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Non-guilty prisoner or guest is executed || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Someone organ-harvested| Someone organ-harvested]]&lt;br /&gt;
| The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Organ harvested from any pawn other than a colonist || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Justified execution of colonist| Justified execution of colonist]]&lt;br /&gt;
| A guilty colonist was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || Guilty imprisoned colonist executed || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Colonist euthanized| Colonist euthanized]]&lt;br /&gt;
| A colonist was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || Colonist euthanized || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Colonist executed| Colonist executed]]&lt;br /&gt;
| A colonist was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || Imprisoned colonist executed  || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Colonist organ-harvested| Colonist organ-harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || Organ harvested from a colonist || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Innocent prisoner died| Innocent prisoner died]]&lt;br /&gt;
| One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Non-guilty prisoner dies outside of execution or euthanasia || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Colonist died| Colonist died]]&lt;br /&gt;
| One of our people died. We should be able to take care of our people.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Colonist dies outside of execution or euthanasia || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Ally of pawn dies within 12 tiles distance and line of sight || -5 || 1,5 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Non-enemy outsider dies within 12 tiles distance and line of sight || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood...&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || Family member of pawn dies within 12 tiles distance and line of sight || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Defeated hostile leader &amp;lt;name&amp;gt;| Defeated hostile leader &amp;lt;name&amp;gt;]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || Pawn kills a hostile leader during a raid || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Defeated &amp;lt;name&amp;gt;| Defeated &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I took down a big threat! I'm a hero! || ??? || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Bonded animal &amp;lt;name&amp;gt; died| Bonded animal &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a tender, unique animal. This universe is evil!&amp;lt;br&amp;gt; ''Nullifying [[traits]]: Psychopath || Bonded animal dies || -8 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My friend &amp;lt;name&amp;gt; died| My friend &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a wonderful person. The universe gets darker every day.&amp;lt;br&amp;gt; ''Nullifying [[traits]]: Psychopath. &amp;lt;br&amp;gt; Note: Actual mood change depends on relations between the pawn and the dead pawn.'' || Another pawn with positive relations to the original pawn dies || -10 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My rival &amp;lt;name&amp;gt; died| My rival &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Serves them right. Things are looking up. &amp;lt;br&amp;gt; ''Note: Actual mood change depends on relations between the pawn and the dead pawn.'' || Another pawn with negative relations to the original pawn dies || +10 || 10 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My son &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My son is dead. My own flesh and blood... || Son of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My daughter &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My daughter is dead. My own flesh and blood... || Daughter of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My husband &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My husband is dead. I am alone. || Husband of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My wife &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My wife is dead. I am alone. || Wife of pawn dies || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My fiance &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiance died. Such a man... my future is gone. || Fiance of pawn dies || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My fiancée &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiancée died. Such a woman... my future is gone. || Fiancée of pawn dies || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My lover &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My lover died. I am so alone. || Lover of pawn dies || -16 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My brother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My brother died. My own flesh and blood... || Brother of pawn dies || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My sister &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My sister died. My own flesh and blood... || Sister of pawn dies || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My grandchild &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandchild died. My own flesh and blood... || Grandchild of pawn dies || -12 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My father &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My father died. He's gone forever. || Father of pawn dies || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My mother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My mother died. She's gone forever. || Mother of pawn dies || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My niece &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My niece died. Such a wonderful child. || Niece of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My nephew &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My nephew died. Such a wonderful child. || Nephew of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My half-sibling &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My half-sibling died. My own flesh and blood... || Half-sibling of pawn dies || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My aunt &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My aunt died. || Aunt of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My uncle &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My uncle died. || Uncle of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My grandparent &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandparent died. || Grandparent of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My cousin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My cousin died. My own flesh and blood... || Cousin of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died| My kin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My kin died. || Any other kin of pawn dies || -4 || 30 || 10 || 0.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=76492</id>
		<title>Thoughts/Memory Gatherings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Gatherings&amp;diff=76492"/>
		<updated>2020-11-17T01:05:23Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: experimenting with adding cause to the table, added royalty icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (1.1): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Gatherings.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Cause !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Got married to &amp;lt;name&amp;gt;| Got married to &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I got married! It's so wonderful to be starting a new life together! || Getting married to another pawn || +40 || 30 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Attended wedding| Attended wedding]]&lt;br /&gt;
| It was great to see two people come together to build a future like that. || Attend a wedding ceremony ||+20 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Attended party| Attended party]]&lt;br /&gt;
| I had a good time at that party. || Attend a party || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Attended concert| Attended concert]]{{RoyaltyIcon}}&lt;br /&gt;
| I enjoyed listening to that performance. || Attend a concert || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Held concert| Held concert]]{{RoyaltyIcon}}&lt;br /&gt;
| They loved me. They really loved me. || Hold a concert || +8 || 10 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Terrible speech| Terrible speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was atrocious. It made me realize how little hope we really have. || ??? || -12 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Uninspiring speech| Uninspiring speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was more awkward than inspiring. If that's who we're listening to, I'm worried. || ??? || -4 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Encouraging speech| Encouraging speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech made me feel like we have a solid path forward. || ??? || +4 || 8 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Inspirational speech| Inspirational speech]]{{RoyaltyIcon}}&lt;br /&gt;
| That speech was moving emotionally and intellectually. I am filled with purpose. || ??? || +8 || 8 || 10 || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vxtrg7bw27dj5f2l&amp;topic_revId=vxtrg7bw27dj5f2l&amp;action=single-view</id>
		<title>Topic:Vxtrg7bw23fgxb4d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;topic_postId=vxtrg7bw27dj5f2l&amp;topic_revId=vxtrg7bw27dj5f2l&amp;action=single-view"/>
		<updated>2020-11-16T01:26:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vxtrg7bw23fgxb4d&amp;amp;topic_showPostId=vxtrg7bw27dj5f2l#flow-post-vxtrg7bw27dj5f2l&quot;&gt;commented&lt;/a&gt; on &quot;Merge &amp;quot;Thought Details&amp;quot; section into the table?&quot; (&lt;em&gt;Read title. I think it might be slightly better to incorporate when a thought occurs into the table rather than have it as its own standa...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=75720</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=75720"/>
		<updated>2020-10-14T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Go-juice]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Effects'''&lt;br /&gt;
* Improved movement (+30%)&lt;br /&gt;
* Improved sight (+25%)&lt;br /&gt;
* Heightened consciousness (+10%)&lt;br /&gt;
* Minimised pain (x10%)&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Improved mood (+5)&lt;br /&gt;
* Restores psyfocus{{RoyaltyIcon}}(+15%) &lt;br /&gt;
* Go-juice tolerance (+4.4%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Go-juice can be manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]].&lt;br /&gt;
&lt;br /&gt;
===Side-Effects===&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work.&lt;br /&gt;
&lt;br /&gt;
===Withdrawal Symptoms===&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired movement (-50%)&lt;br /&gt;
* Impaired consciousness (-20%)&lt;br /&gt;
* Impaired blood pumping (-20%)&lt;br /&gt;
* Impaired sight (-20%)&lt;br /&gt;
* Increased hunger rate (x150%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased pain (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 7 days'')&lt;br /&gt;
* Awful mood (-35)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=75719</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=75719"/>
		<updated>2020-10-14T02:05:11Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Go-juice]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Effects'''&lt;br /&gt;
* Improved movement (+30%)&lt;br /&gt;
* Improved sight (+25%)&lt;br /&gt;
* Heightened consciousness (+10%)&lt;br /&gt;
* Minimised pain (x10%)&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Improved mood (+5)&lt;br /&gt;
* Restores psyfocus {{RoyaltyIcon}} (+15%) &lt;br /&gt;
* Go-juice tolerance (+4.4%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
Go-juice can be manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]].&lt;br /&gt;
&lt;br /&gt;
===Side-Effects===&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work.&lt;br /&gt;
&lt;br /&gt;
===Withdrawal Symptoms===&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired movement (-50%)&lt;br /&gt;
* Impaired consciousness (-20%)&lt;br /&gt;
* Impaired blood pumping (-20%)&lt;br /&gt;
* Impaired sight (-20%)&lt;br /&gt;
* Increased hunger rate (x150%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased pain (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 7 days'')&lt;br /&gt;
* Awful mood (-35)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nuclear_stomach&amp;diff=75715</id>
		<title>Nuclear stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nuclear_stomach&amp;diff=75715"/>
		<updated>2020-10-13T03:32:22Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Define|Body Part&lt;br /&gt;
| image = Artificial Organ&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Nuclear stomach&lt;br /&gt;
| description = A micro-nuclear reactor combined with complex chemical synthesis replaces the body's need for food energy. Food is required only to replace matter lost from the body, reducing the user's intake needs significantly. This artificial stomach cannot get food poisoning. However, there is little room to the shield the reactor &amp;lt;small&amp;gt;[sic]&amp;lt;/small&amp;gt;, so the radiation increases the risk of cancer.&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/BodyPart/ArtificialOrgan&lt;br /&gt;
| is body part = true&lt;br /&gt;
| label = Nuclear Stomach&lt;br /&gt;
| parent name = BodyPartBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Never&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 210&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| mass = 4&lt;br /&gt;
}}&lt;br /&gt;
The '''Nuclear Stomach''' drastically reduces a pawn's hunger rate to just one-quarter of its normal value and prevents food poisoning, however it causes an elevated rate of [[Ailments#Carcinoma|cancer]]. Like a [[bionic stomach]], it also provides 125% part efficiency.  It can be crafted from 15 plasteel and 4 advanced components.&lt;br /&gt;
&lt;br /&gt;
Cancers from this stomach occur on average once every 120 ingame days, on the torso.  Without the cancer, it would otherwise be a direct upgrade of both the [[bionic stomach]] and the [[reprocessor stomach]].&lt;br /&gt;
&lt;br /&gt;
Shocking a pawn with this stomach using EMP will force them to vomit.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
Despite being called a Nuclear stomach, it does not require [[uranium]] to craft.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Prior to Update 1.1.2570 the Nuclear Stomach did not prevent food poisoning as claimed.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=75673</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=75673"/>
		<updated>2020-10-11T01:21:37Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Body - Stomach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of different body parts that can be added to pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Head - Brain ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (less rest time needed)&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Head - Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Head - Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Headwear - Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesthetic nose]] || Prosthetic/Implant || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Head - Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom fangs]] || Weapon || &lt;br /&gt;
* 22% Armor Penetration&lt;br /&gt;
* 7.5 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|| no&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Arms ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
* 7.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic/Weapon ||&lt;br /&gt;
* -8% Moving&lt;br /&gt;
* 18 sharp damage&lt;br /&gt;
* 33% Armor Penetration&lt;br /&gt;
* 11.0 melee dps&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill arm]] || Prosthetic/Weapon || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Moving speed&lt;br /&gt;
* 20% Armor Penetration&lt;br /&gt;
* 6.5 melee damage per second&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Elbow blade]] || Weapon || &lt;br /&gt;
* 27% Armor Penetration&lt;br /&gt;
* 9.0 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Field hand]] || Prosthetic/Weapon || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* Moving -8%&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
* 4.5 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration &lt;br /&gt;
* 10.00 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration&lt;br /&gt;
* 7.33 melee dps&lt;br /&gt;
 || No &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Body - Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Knee spike]] || Weapon || &lt;br /&gt;
* 38% Armor penetration&lt;br /&gt;
* 8.46 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Body - Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Detoxifier stomach]] || Prosthetic || &lt;br /&gt;
* Food Poisoning chance x0% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Organs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Prosthetic || &lt;br /&gt;
* 150% Efficiency&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural Organ || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] || Natural Organ || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural Organ || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] || Natural Organ || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunoenhancer]] || Implant || &lt;br /&gt;
* Replaces a Kidney with a highly efficient version &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Skin and Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Cures/prevents [[Bad back]]&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=75672</id>
		<title>Artificial body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Artificial_body_parts&amp;diff=75672"/>
		<updated>2020-10-11T01:21:04Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Body - Stomach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of different body parts that can be added to pawns. Some replace damaged natural body parts, others are improvements for the original organ. Some offer implanted weaponry or additional capabilities. All damaged artificial body parts will heal over time, and they cannot become infected or scar. They can, however, be destroyed if they reach 0 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Head - Brain ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Joywire]] || Implant || &lt;br /&gt;
* +30 mood buff&lt;br /&gt;
* -20% Consciousness&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Painstopper]] || Implant ||&lt;br /&gt;
* Pain x0%&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Circadian assistant]] || Implant || &lt;br /&gt;
* -20% Rest fall rate (less rest time needed)&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Circadian half-cycler]] || Implant || &lt;br /&gt;
* Never sleep&lt;br /&gt;
* -15% Consciousness&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Learning assistant]] || Implant || &lt;br /&gt;
* Global Learning Factor +20% &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Mindscrew]] || Implant || &lt;br /&gt;
* +20% pain &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Neurocalculator]] || Implant || &lt;br /&gt;
* Research Speed + 20% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic harmonizer]] || Implant || &lt;br /&gt;
* This pawn's mood affects others nearby &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic reader]] || Implant || &lt;br /&gt;
* Negotiation Ability +50% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic sensitizer]] || Implant || &lt;br /&gt;
* Psychic Sensitivity +25% &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Head - Eyes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech eye]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic eye]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Head - Ears ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic ear]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Cochlear implant]] || Prosthetic ||&lt;br /&gt;
* 65% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Headwear - Nose ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesthetic nose]] || Prosthetic/Implant || &lt;br /&gt;
* Beauty +1 &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Gastro-analyzer]] || Implant || &lt;br /&gt;
* Cooking speed +5.0&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Head - Mouth ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Denture]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom fangs]] || Weapon || &lt;br /&gt;
* 22% Armor Penetration&lt;br /&gt;
* 7.5 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Aesthetic shaper]] || Implant || &lt;br /&gt;
* +1 Beauty &lt;br /&gt;
|| no&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Arms ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech arm]] || Prosthetic || &lt;br /&gt;
* 150% Part efficiency&lt;br /&gt;
* 14 damage punch attack&lt;br /&gt;
* 21% Armor Penetration&lt;br /&gt;
* 7.0 melee dps&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic arm]] || Prosthetic || &lt;br /&gt;
* 125% Part efficiency&lt;br /&gt;
* 12 damage punch attack &lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Power claw]] || Prosthetic/Weapon ||&lt;br /&gt;
* -8% Moving&lt;br /&gt;
* 18 sharp damage&lt;br /&gt;
* 33% Armor Penetration&lt;br /&gt;
* 11.0 melee dps&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic arm]] || Prosthetic ||&lt;br /&gt;
* 50% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Drill arm]] || Prosthetic/Weapon || &lt;br /&gt;
* +70% Deep Drilling Speed&lt;br /&gt;
* +160% Mining Speed&lt;br /&gt;
* -8% Moving speed&lt;br /&gt;
* 20% Armor Penetration&lt;br /&gt;
* 6.5 melee damage per second&lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Elbow blade]] || Weapon || &lt;br /&gt;
* 27% Armor Penetration&lt;br /&gt;
* 9.0 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Field hand]] || Prosthetic/Weapon || &lt;br /&gt;
* Plant work speed + 160%&lt;br /&gt;
* Moving -8%&lt;br /&gt;
* 13% Armor Penetration&lt;br /&gt;
* 4.5 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration &lt;br /&gt;
* 10.00 melee dps&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom talon]] || Weapon || &lt;br /&gt;
* 15% Armor Penetration&lt;br /&gt;
* 7.33 melee dps&lt;br /&gt;
 || No &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Body - Legs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Archotech leg]] || Prosthetic ||&lt;br /&gt;
* 150% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic leg]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic leg]] || Prosthetic ||&lt;br /&gt;
* 85% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Peg leg]] || Prosthetic ||&lt;br /&gt;
* 60% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wooden foot]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Knee spike]] || Weapon || &lt;br /&gt;
* 38% Armor penetration&lt;br /&gt;
* 8.46 melee dps&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Body - Stomach ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] || Prosthetic ||&lt;br /&gt;
* 125% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Detoxifier stomach]] || Prosthetic || * Food Poisoning chance x0% || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Nuclear stomach]] || Prosthetic || &lt;br /&gt;
* Hunger Rate x 25%&lt;br /&gt;
* Food Poisoning chance x0%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Reprocessor stomach]]  || Prosthetic || &lt;br /&gt;
* Hunger Rate x 75%&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Organs ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic heart]] || Prosthetic || &lt;br /&gt;
* 150% Efficiency&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart]] || Natural Organ || &lt;br /&gt;
* Pumps blood through the body&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Kidney]] || Natural Organ || &lt;br /&gt;
* Filters toxins and pathogens from blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Liver]] || Natural Organ || &lt;br /&gt;
* Filters toxins from the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Lung]] || Natural Organ || &lt;br /&gt;
* Transfers gasses from the air to the blood&lt;br /&gt;
 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Prosthetic heart]] || Prosthetic ||&lt;br /&gt;
* 80% efficiency&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Coagulator]] || Implant || &lt;br /&gt;
* Total bleed factor 50%&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Immunoenhancer]] || Implant || &lt;br /&gt;
* Replaces a Kidney with a highly efficient version &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Love enhancer]] || Implant || &lt;br /&gt;
* Provide more joy to romantic partners &lt;br /&gt;
|| ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Body - Skin and Body ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Effects !! Removable&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +20%&lt;br /&gt;
* Armor - Heat +40%&lt;br /&gt;
* Armor - Sharp +52%&lt;br /&gt;
* Beauty -1.0&lt;br /&gt;
* Moving x 90%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Stoneskin gland]] || Implant || &lt;br /&gt;
* Armor - Blunt +30%&lt;br /&gt;
* Armor - Heat +50%&lt;br /&gt;
* Armor - Sharp + 70%&lt;br /&gt;
* Beauty -2.00&lt;br /&gt;
* Movement x 85%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Toughskin gland]] || Implant ||&lt;br /&gt;
* Armor - Blunt +10%&lt;br /&gt;
* Armor - Heat +30%&lt;br /&gt;
* Armor - Sharp +35%&lt;br /&gt;
* Movement x 95%&lt;br /&gt;
 || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Death acidifier]] || Implant ||&lt;br /&gt;
* Destroys all carried gear upon death&lt;br /&gt;
|| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic spine]] || Prosthetic ||&lt;br /&gt;
* 100% efficiency&lt;br /&gt;
* Cures/prevents [[Bad back]]&lt;br /&gt;
|| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Healing enhancer]] || Implant || &lt;br /&gt;
* Natural Healing Factor x 150%&lt;br /&gt;
 || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;topic_postId=vvljovmy7ezf28i5&amp;topic_revId=vvlk1n5fk8qzyzd9&amp;action=single-view</id>
		<title>Topic:Vvlhx0v8g5g9403x</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;topic_postId=vvljovmy7ezf28i5&amp;topic_revId=vvlk1n5fk8qzyzd9&amp;action=single-view"/>
		<updated>2020-10-11T01:18:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;amp;topic_showPostId=vvljovmy7ezf28i5#flow-post-vvljovmy7ezf28i5&quot;&gt;post&lt;/a&gt; on &quot;Skin Glands don&amp;#039;t cover fingers?&quot;&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;topic_postId=vvljovmy7ezf28i5&amp;topic_revId=vvljovmy7ezf28i5&amp;action=single-view</id>
		<title>Topic:Vvlhx0v8g5g9403x</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;topic_postId=vvljovmy7ezf28i5&amp;topic_revId=vvljovmy7ezf28i5&amp;action=single-view"/>
		<updated>2020-10-11T01:12:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vvlhx0v8g5g9403x&amp;amp;topic_showPostId=vvljovmy7ezf28i5#flow-post-vvljovmy7ezf28i5&quot;&gt;commented&lt;/a&gt; on &quot;Skin Glands don&amp;#039;t cover fingers?&quot; (&lt;em&gt;If anything, since it&amp;#039;s supposed to act like this, it not covering the extremities seems to be a bug to me.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vvfjolqf560wehzh&amp;topic_postId=vvfuxdub16cbp28d&amp;topic_revId=vvfuxdub16cbp28d&amp;action=single-view</id>
		<title>Topic:Vvfjolqf560wehzh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vvfjolqf560wehzh&amp;topic_postId=vvfuxdub16cbp28d&amp;topic_revId=vvfuxdub16cbp28d&amp;action=single-view"/>
		<updated>2020-10-08T11:55:34Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vvfjolqf560wehzh&amp;amp;topic_showPostId=vvfuxdub16cbp28d#flow-post-vvfuxdub16cbp28d&quot;&gt;commented&lt;/a&gt; on &quot;Moving this page to Quests and linking in the wiki&quot; (&lt;em&gt;I wouldn&amp;#039;t object to it. The guide portions can be integrated into the Quests page until they become so big that they&amp;#039;re better off as th...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75529</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75529"/>
		<updated>2020-09-30T02:30:40Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with psylink levels, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (1 + (0.33...* (Psylink level -1))) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse'''&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75526</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75526"/>
		<updated>2020-09-29T08:03:48Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Psycasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with [[Psylink neuroformer]]s, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (1 + (0.33...* (Psylink level -1))) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degrades a small amount per day relative to the value of psyfocus the psycaster currently has.&lt;br /&gt;
&lt;br /&gt;
[[Go-juice]] instantly gives 15% psyfocus when taken by psycasters while [[Wake-up]] increases the psyfocus gain from meditation by 20%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Focus !! Focus Type !! Base Strength !! Max Strength&lt;br /&gt;
|- &lt;br /&gt;
! [[Anima tree]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 28%&lt;br /&gt;
| 36% &lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 34%&lt;br /&gt;
| 42% &lt;br /&gt;
|- &lt;br /&gt;
! [[Small nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 30% &lt;br /&gt;
|- &lt;br /&gt;
! [[Large nature shrine]]&lt;br /&gt;
| [[Psycasts#Natural|Natural]]&lt;br /&gt;
| 30%&lt;br /&gt;
| 38% &lt;br /&gt;
|- &lt;br /&gt;
! [[Grave]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 5%&lt;br /&gt;
| 34% &lt;br /&gt;
|-&lt;br /&gt;
! [[Sarcophagus]]&lt;br /&gt;
| [[Psycasts#Morbid|Morbid]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 38% &lt;br /&gt;
|-&lt;br /&gt;
! [[Small sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand sculpture]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 12 - 28%&lt;br /&gt;
| 44% &lt;br /&gt;
|-&lt;br /&gt;
! [[Large stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 15% &lt;br /&gt;
|-&lt;br /&gt;
! [[Grand stele]]&lt;br /&gt;
| [[Psycasts#Artistic|Artistic]]&lt;br /&gt;
| 18%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Walls]]&lt;br /&gt;
| [[Psycasts#Minimal|Minimal]]&lt;br /&gt;
| 22%&lt;br /&gt;
| 22% &lt;br /&gt;
|-&lt;br /&gt;
! [[Brazier]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 31% &lt;br /&gt;
|-&lt;br /&gt;
! [[Campfire]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 12%&lt;br /&gt;
| 28% &lt;br /&gt;
|-&lt;br /&gt;
! [[Torch lamp]]&lt;br /&gt;
| [[Psycasts#Flame|Flame]]&lt;br /&gt;
| 10%&lt;br /&gt;
| 18% &lt;br /&gt;
|-&lt;br /&gt;
! [[Meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Grand meditation throne]]&lt;br /&gt;
| [[Psycasts#Dignified|Dignified]]&lt;br /&gt;
| 15%&lt;br /&gt;
| 33% {{H:title|link=no|Based on game code only - does improvement scale past Impressiveness 170?| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==== Natural ====&lt;br /&gt;
Required:Tribal Childhood [[Backstories]] &lt;br /&gt;
&lt;br /&gt;
'''[[Anima tree]]:'''&lt;br /&gt;
&lt;br /&gt;
Anima trees have a base meditation focus strength of 28%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, while each small or large natural shrine within 10 tiles increases it by 1%. Up to 4 buildings can affect the tree, for a maximum bonus of +8% for 4 animus stones. Its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 36% for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones. Also note that unlike other natural buildings, meditating at the anima tree also produces anima grass for additional psylink levels for pawns with the natural focus. &lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -15%&lt;br /&gt;
| -30%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Animus stone]]:'''&lt;br /&gt;
&lt;br /&gt;
Animus stones have a base meditation focus strength of 34%. Each animus stone up to a total of additional 4 stones within 10 tiles of an animus stone increases the meditation effectiveness by 2%, for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 42% for a Animus stone with no artificial buildings within 35 tiles and surrounded by 4 additional animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Small nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Small nature shrines have a base meditation focus strength of 22%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 30% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -6%&lt;br /&gt;
| -12%&lt;br /&gt;
| -22%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Large nature shrine]]:'''&lt;br /&gt;
&lt;br /&gt;
Large nature shrines have a base meditation focus strength of 30%. Each animus stone within 10 tiles increases the meditation effectiveness by 2%, up to a total of 4 stones for a maximum of +8%. Like the [[Anima tree]] its effectiveness is limited by artificial buildings within a 35 tile radius. Note that this does not include flooring and torch lamps.&lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a small nature shrine with no artificial buildings within 35 tiles and surrounded by 4 animus stones.&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Artificial items in range&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!10&lt;br /&gt;
!50&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -0%&lt;br /&gt;
| -8%&lt;br /&gt;
| -16%&lt;br /&gt;
| -34%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morbid ====&lt;br /&gt;
Required: Psychopath, Bloodlust, Cannibal, Masochist, Jealous, Undergrounder, Tortured Artist&lt;br /&gt;
&lt;br /&gt;
'''[[Grave]]:'''&lt;br /&gt;
&lt;br /&gt;
Graves have a base Meditation Focus Strength of 6%. This increases by 10% if the grave is full, and a further 10% if the grave is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional graves or sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary grave has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 34% for a grave occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
'''[[Sarcophagus]]:'''&lt;br /&gt;
&lt;br /&gt;
Sarcophagi have a base Meditation Focus Strength of 10%. This increases by 10% if the sarcophagus is full, and a further 10% if the sarcophagus is occupied by a pawn with a relationship to the meditator. It is further increased by being within 10 tiles of up to 4 additional Graves or Sarcophagi. Each of these 4 grants an additional 1%, or 2% if full, for a maximum bonus of 8%. Note that only the primary sarcophagus has to contain a pawn with a relationship to the meditator. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 38% for a sarcophagus occupied by a loved one and surrounded by 4 additional full graves or sarcophagi.&lt;br /&gt;
&lt;br /&gt;
==== Artistic ====&lt;br /&gt;
Incompatible: Ascetic, Tribal Childhood Backstory&lt;br /&gt;
&lt;br /&gt;
'''[[Small sculpture]]/[[Large sculpture]]/[[Grand sculpture]]:'''&lt;br /&gt;
&lt;br /&gt;
Both sculpture sizes have identical meditation statistics and mechanics. Sculptures have a base Meditation Focus Strength that dependent on their [[quality]]. Higher quality sculptures have higher strengths, up to a maximum of 28% at legendary quality. Up to 8 additional sculpture of normal quality or better within 10 tiles will each increase this strength by a value dependent on its quality. 8 additional sculptures of masterwork or better can the maximum bonus of 16%. Note, as the focus sculpture's quality has a significantly larger effect than that of the supporting sculpture, it is always better to have the best quality sculpture as the focus.  &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 44% for a legendary sculpture surrounded by 8 additional sculptures of masterwork or legendary quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Base Strength&lt;br /&gt;
| +12%&lt;br /&gt;
| +16%&lt;br /&gt;
| +20%&lt;br /&gt;
| +22%&lt;br /&gt;
| +24%&lt;br /&gt;
| +26%&lt;br /&gt;
| +28%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +1%&lt;br /&gt;
| +2%&lt;br /&gt;
| +2%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
'''[[Large stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Large steles have a base Meditation Focus Strength of 15%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
'''[[Grand stele]]:'''&lt;br /&gt;
&lt;br /&gt;
Grand steles have a base Meditation Focus Strength of 18%. It appears that no other modifiers exist for steles as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Minimal ====&lt;br /&gt;
Required: Ascetic&lt;br /&gt;
&lt;br /&gt;
'''[[Wall]]:'''&lt;br /&gt;
&lt;br /&gt;
Walls have a base Meditation Focus Strength of 22%. It appears that no other modifiers exist for wall as they do for other foci.{{H:title|link=no|Based on game code only| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
==== Flame ====&lt;br /&gt;
Required: Pyromaniac&lt;br /&gt;
&lt;br /&gt;
'''[[Brazier]]:'''&lt;br /&gt;
Braziers have a base Meditation Focus Strength of 0% in their unlit state. This increases by 15% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 31% for a lit brazier surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Campfire]]:'''&lt;br /&gt;
Campfires have a base Meditation Focus Strength of 0% in their unlit state. This increases by 12% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 2%, for a maximum bonus of 16%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 28% for a lit campfire surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
'''[[Torch lamp]]:'''&lt;br /&gt;
Torch lamps have a base Meditation Focus Strength of 0% in their unlit state. This increases by 10% when lit. It is further increased by being within 10 tiles of up to 8 additional braziers, torch lamps or campfires. Note that they must be lit to grant the bonus. Each of these 8 grants an additional 1%, for a maximum bonus of 8%. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus 18% for a lit torch lamp surrounded by 8 lit braziers, torch lamps or campfires.&lt;br /&gt;
&lt;br /&gt;
==== Dignified ====&lt;br /&gt;
Required: [[Title]]&lt;br /&gt;
&lt;br /&gt;
'''[[Meditation throne]]/[[Grand meditation throne]]:'''&lt;br /&gt;
&lt;br /&gt;
Both thrones have identical meditation statistics and mechanics. They start with a meditation focus strength of 15%. If it is in a [[Room roles|throne room]] that meets the pawns [[Titles|requirements]], its focus strength is improved by 8%. Additionally its effectiveness is affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]].&lt;br /&gt;
&lt;br /&gt;
'''N.B.''' It is currently unclear if the following values are cut offs, or points in a processed curve fit to those values. Also note, the room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Impressiveness Value&lt;br /&gt;
!0&lt;br /&gt;
!30&lt;br /&gt;
!60&lt;br /&gt;
!100&lt;br /&gt;
!170&lt;br /&gt;
|- &lt;br /&gt;
!Description at Value&lt;br /&gt;
|Awful&lt;br /&gt;
|Mediocre&lt;br /&gt;
|Slightly Impressive&lt;br /&gt;
|Very Impressive&lt;br /&gt;
|Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below the number of psychic amplifiers they have implanted. For example, to manifest Beckon, the psycaster would require 3 psychic amplifiers. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the target.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse'''&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*[[Version/1.1.2571|1.1.2571]]: Major Rebalance to several psycasts.&lt;br /&gt;
*[[Version/1.1.2647|1.1.2647]]: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*[[Version/1.2.2753|1.2.2753]]: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=75469</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=75469"/>
		<updated>2020-09-27T14:25:50Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: nvm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Define|Plant&lt;br /&gt;
| category = [[Wild Plants]]&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| def name = Plant_TreeAnima&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color =&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path =&lt;br /&gt;
| label = anima tree&lt;br /&gt;
| parent name = TreeBase&lt;br /&gt;
| path cost = 130&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 400&lt;br /&gt;
| beauty base = 5&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| harvest yield = 25&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| fertility min = 20&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| real grow days = 46.15&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree'' is a tree added by the [[Royalty DLC]].  It provides both a meditation focus for [[Psycasts|psycasters]] and a way to create psylinks for them.  If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal [[backstories]] know the secret of this ritual. Tribal psycasters are also able to draw [[Psycasts|psyfocus]] from anima trees while meditating to them.  Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to [[Toxic fallout]], it can be eaten by [[dendrovore]]s. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random place, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with. &lt;br /&gt;
&lt;br /&gt;
== Meditation Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Pawns do not need to have psylink levels to meditate, nor are pawns with levels or better [[Psychic Sensitivity]] better at growing grass.&lt;br /&gt;
&lt;br /&gt;
Anima trees provides the second best additional meditation focus strength for Natural meditation after [[animus stone]]s. &lt;br /&gt;
&lt;br /&gt;
Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions: &lt;br /&gt;
* [[animus stone]]s increase the focus strength with 2% (up to 4 stones)&lt;br /&gt;
* [[nature shrine]]s, [[torch lamp]]s, [[campfire]]s, roofs, and all flooring have no effect at all.&lt;br /&gt;
&lt;br /&gt;
Once a certain amount of meditation has been done, grass growth will slow down.&lt;br /&gt;
&lt;br /&gt;
== Psylink generation == &lt;br /&gt;
The amount of anima grass required to generate a psylink level varies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Required Grass&lt;br /&gt;
|-&lt;br /&gt;
| Level 1|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 2|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 3|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 4|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 5|| 22&lt;br /&gt;
|-&lt;br /&gt;
| level 6|| 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
Added in Version 1.1.2647&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=75468</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=75468"/>
		<updated>2020-09-27T14:25:26Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Version History */ fixed a minor typo I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Define|Plant&lt;br /&gt;
| category = [[Wild Plants]]&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| def name = Plant_TreeAnima&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color =&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path =&lt;br /&gt;
| label = anima tree&lt;br /&gt;
| parent name = TreeBase&lt;br /&gt;
| path cost = 130&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 400&lt;br /&gt;
| beauty base = 5&lt;br /&gt;
| flammability base = 0&lt;br /&gt;
| harvest yield = 25&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| fertility min = 20&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| real grow days = 46.15&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree'' is a tree added by the [[Royalty DLC]].  It provides both a meditation focus for [[Psycasts|psycasters]] and a way to create psylinks for them.  If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal [[backstories]] know the secret of this ritual. Tribal psycasters are also able to draw [[Psycasts|psyfocus]] from anima trees while meditating to them.  Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
&lt;br /&gt;
A single anima tree spawns on each embark tile. While it is not flammable, nor susceptible to [[Toxic fallout]], it can be eaten by [[dendrovore]]s. The grass will not be eaten by grazing animals however, though it is flammable. Destruction of the anima tree causes the anima scream debuff.  This debuff causes a -6 mood penalty and lasts for 5 days which scales with psychic sensitivity.  Anima trees can grow back after being destroyed in a random event.  As such, the time it takes for the tree to reappear is highly variable. As it regrows in a random place, this random regrowth can be used to move a tree in an inopportune location if the mood penalty can be dealt with. &lt;br /&gt;
&lt;br /&gt;
== Meditation Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Meditating at an anima tree requires a Natural meditation focus which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Pawns do not need to have psylink levels to meditate, nor are pawns with levels or better [[Psychic Sensitivity]] better at growing grass.&lt;br /&gt;
&lt;br /&gt;
Anima trees provides the second best additional meditation focus strength for Natural meditation after [[animus stone]]s. &lt;br /&gt;
&lt;br /&gt;
Building an artificial building will reduce the meditation strength with 1-5%. However, there are some exceptions: &lt;br /&gt;
* [[animus stone]]s increase the focus strength with 2% (up to 4 stones)&lt;br /&gt;
* [[nature shrine]]s, [[torch lamp]]s, [[campfire]]s, roofs, and all flooring have no effect at all.&lt;br /&gt;
&lt;br /&gt;
Once a certain amount of meditation has been done, grass growth will slow down.&lt;br /&gt;
&lt;br /&gt;
== Psylink generation == &lt;br /&gt;
The amount of anima grass required to generate a psylink level varies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psylink Level !! Required Grass&lt;br /&gt;
|-&lt;br /&gt;
| Level 1|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 2|| 18&lt;br /&gt;
|-&lt;br /&gt;
| level 3|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 4|| 20&lt;br /&gt;
|-&lt;br /&gt;
| level 5|| 22&lt;br /&gt;
|-&lt;br /&gt;
| level 6|| 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version History==&lt;br /&gt;
Added in Version 1.1.2547&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;topic_postId=vuqyl4rofti9398t&amp;topic_revId=vuqyl4rofti9398t&amp;action=single-view</id>
		<title>Topic:Vuglgx42gohgc3v1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;topic_postId=vuqyl4rofti9398t&amp;topic_revId=vuqyl4rofti9398t&amp;action=single-view"/>
		<updated>2020-09-27T07:40:32Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;amp;topic_showPostId=vuqyl4rofti9398t#flow-post-vuqyl4rofti9398t&quot;&gt;commented&lt;/a&gt; on &quot;Royalty DLC template&quot; (&lt;em&gt;I see that you have. I didn&amp;#039;t really think of having the banner be automatically added, but if it&amp;#039;s possible and doesn&amp;#039;t cause too much t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=75262</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=75262"/>
		<updated>2020-09-24T10:58:28Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Orbital power beam targeter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{Rewrite| reason = Outdated and does not account for Royalty DLC}} &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Allocating and using weapons effectively gives you a sizable advantage against raiders, who barely have any knowledge on how to properly use them.&lt;br /&gt;
&lt;br /&gt;
Here is a list of ways to use each weapon, and how to counter enemies that are using them. More detailed information on using each individual weapon can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
Weapons that can only deal damage in hand-to-hand combat. Many melee weapons outdamage guns at melee range, and have the added benefit of forcing enemies into melee combat—putting gun-armed raiders at a grave disadvantage as they can only fight using their guns as melee weapons—and staggering any pawn that's even attacked in melee.&lt;br /&gt;
&lt;br /&gt;
''' Usage '''&lt;br /&gt;
*Pair with [[shield belt]]s to protect colonists while they close in on the enemy.&lt;br /&gt;
*Fight back against enemy brawlers trying to break your ranks.&lt;br /&gt;
&lt;br /&gt;
'''Counters'''&lt;br /&gt;
*If only melee enemies present, conduct a [[Defense tactics#Melee blocking|melee block]] against them.&lt;br /&gt;
*Shoot them down before they enter range (much harder with active shield belts, easier if you have EMP weaponry).&lt;br /&gt;
*Outrun and kite with fast movers.&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
Blunt weapons include the [[club]] or [[mace]]. The mace is always the smarter choice due to superior DPS.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Attack enemies heavily protected against sharp damage.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Burst them down before they can deal much damage.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
There is a much larger variety of sharp weapons, from the cheapest and weakest [[knife]], to the strongest but most expensive [[longsword]]. [[Spear]]s or longswords should be your choice for raw damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use as a general purpose melee weapon for dealing damage.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Most armor and clothing protects well against sharp damage.&lt;br /&gt;
&lt;br /&gt;
=== Bionic ===&lt;br /&gt;
These are replacement body parts, rather than wielded weapons.&lt;br /&gt;
&lt;br /&gt;
There is one current combat bionic body part, the [[power claw]], and another that has been removed, the [[scyther blade]]. Both deal higher damage than unarmed, and are hand replacements.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Don't wield another melee weapon otherwise the colonist will use it instead, potentially lowering DPS.&lt;br /&gt;
*Give to ranged colonists to allow them to hold their own against melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Allocation ===&lt;br /&gt;
#Spears and longswords should be given to the highest skill melee colonists, who will make the most out of their high DPS while being able to dodge enemy melee blows.&lt;br /&gt;
#Maces should be given to some brawlers to deal with heavily armored enemies, and wardens to down prisoners with less risk of fatally injuring them.&lt;br /&gt;
#The [[ikwa]] is capable of dealing quite some heavy damage. It can be given to moderate-skilled brawlers as both a practice and a combat weapon.&lt;br /&gt;
#The [[gladius]] is somewhat middling with its DPS. It should be given to potential brawlers for them to practice melee, before upgrading them to better weapons.&lt;br /&gt;
#[[Knife|Knives]] or [[club]]s are a decent choice for non-combatants as a self-defense weapon, or when you lack materials and technology to make better weapons early-game.&lt;br /&gt;
#Incidentally, the knife can be used as a good practice weapon due to its fast attack speed.&lt;br /&gt;
#Power claws can be used to replace the hands of a ranged soldier who will engage the enemy in front-line combat. For a slight penalty to shooting accuracy, the soldier will be able to fend off enemy brawlers easily and help peel for others as well.&lt;br /&gt;
#For Beta 18 or earlier, Scyther blades should be reserved for colonists with little purpose beyond melee combat, due to its heavy manipulation penalty. Even so, consider giving them power claws instead, as low manipulation means they will miss a lot.&lt;br /&gt;
&lt;br /&gt;
== Neolithic ranged ==&lt;br /&gt;
These weapons are crafted cheaply using wood, but have low overall DPS and only perform well in short range. They include the [[short bow]], [[recurve bow]], [[great bow]] and the [[pila]]. Often used by tribal archers during battles.&lt;br /&gt;
&lt;br /&gt;
It's well advised to switch these out with guns which easily outperform them.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use them as a supplementary ranged weapon before you obtain better weapons such as guns.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Out-range them using long-range guns.&lt;br /&gt;
*Charge at them with shielded melee.&lt;br /&gt;
*Most armor and clothing protects well against sharp damage.&lt;br /&gt;
&lt;br /&gt;
=== Bows ===&lt;br /&gt;
Low-tech weapons with moderate-long range. While these have a decent maximum range (23 to 30 tiles), in actual combat they are only practical at around half that range. They don't deal much damage per shot, either, not enough to be lethal or to incapacitate.&lt;br /&gt;
&lt;br /&gt;
#Give great bows to your most skilled colonists that don't have a gun on their hands yet.&lt;br /&gt;
#Recurve bows are good for moderate-skilled colonists.&lt;br /&gt;
#Short bows are better suited for other colonists to at least arm them against threats.&lt;br /&gt;
&lt;br /&gt;
=== Pila ===&lt;br /&gt;
A short-medium ranged weapon that has a long wind-up and cooldown time but deals high damage on hit. Its shots deal enough damage to incapacitate or even kill insufficiently protected colonists should they be struck in vital areas.&lt;br /&gt;
&lt;br /&gt;
These are best suited for moderate-high skilled ranged archers.&lt;br /&gt;
&lt;br /&gt;
== Guns ==&lt;br /&gt;
A staple for either side of battle, guns are the go-to method of dealing ranged damage. Even if you're playing as a tribe, it's recommended to pick these up for use instead of using bows or pila.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Basically anything that calls for ranged firepower.&lt;br /&gt;
&lt;br /&gt;
'''Counters'''&lt;br /&gt;
*Most armor and clothing protects against bullets.&lt;br /&gt;
&lt;br /&gt;
=== Light firearms ===&lt;br /&gt;
Low-caliber weapons that fire rapidly but have lackluster damage output and average range.&lt;br /&gt;
&lt;br /&gt;
These should only be used in actual combat during early-game when enemies are weak enough to take down with these.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Equip on colonists with less shooting skill as the fast fire means missing is less punishing.&lt;br /&gt;
*Give to colonists to quickly improve their aim, regardless of level.&lt;br /&gt;
&lt;br /&gt;
'''Counters'''&lt;br /&gt;
*Take down other enemies first, who can deal more damage and are hence more dangerous.&lt;br /&gt;
&lt;br /&gt;
==== [[Revolver]] ====&lt;br /&gt;
The lowest tier of firearm. It is cheap allowing it to be found early-game from raiders, or crafted after relatively little research and material cost.&lt;br /&gt;
&lt;br /&gt;
==== [[Autopistol]] ====&lt;br /&gt;
A fast-firing but shorter ranged pistol. While it has a higher DPS than the revolver, its low stopping power makes it unable to stagger advancing humanoid enemies.&lt;br /&gt;
&lt;br /&gt;
It is the best gun when it comes to training, since its fast fire rate means you'll pull off many shots in little time, rapidly giving XP for shooting.&lt;br /&gt;
&lt;br /&gt;
==== [[Machine pistol]] ====&lt;br /&gt;
A light sub-machine gun. It fires a 3-round burst with a low aim time and cooldown. Its bullets deal so little damage that they can't even shoot off a finger. &lt;br /&gt;
&lt;br /&gt;
It is good if you want to reduce the risk of accidental permanent damage, but it isn't the best for stopping escaping enemies due to its lack of stopping power.&lt;br /&gt;
&lt;br /&gt;
=== Short-range ===&lt;br /&gt;
Short-ranged weapons with ranges of less than 20 tiles. These require you get up close to the enemy to shoot them, leaving you more vulnerable to enemy fire, but in return deal heavy DPS.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use as a supporting weapon to shoot down incoming melee enemies or return fire against short ranged enemies.&lt;br /&gt;
*Deal massive damage in a [[Defense tactics#melee blocking|melee blocking]] attack.&lt;br /&gt;
*Equip on non-combatants for self-defense.&lt;br /&gt;
&lt;br /&gt;
'''Counters'''&lt;br /&gt;
*Deprive them of any nearby cover to expose them.&lt;br /&gt;
*Shoot with long-ranged weapons.&lt;br /&gt;
*Close in on them with shielded melee.&lt;br /&gt;
&lt;br /&gt;
==== [[Pump shotgun]] ====&lt;br /&gt;
A weapon that fires a single high-damage blast of pellets. These can severely injure an enemy, sometimes killing them outright if you hit a vital organ and they lack protection.&lt;br /&gt;
&lt;br /&gt;
It is fairly accurate within its range.&lt;br /&gt;
&lt;br /&gt;
==== [[Chain shotgun]] ====&lt;br /&gt;
A very short-ranged weapon that fires a triple burst of buckshot. It deals immense single-target damage, but its short range can hamper its effectiveness.&lt;br /&gt;
&lt;br /&gt;
It's a powerful but somewhat situational choice.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Shred large targets with its high DPS, as it can land most of its shots against them.&lt;br /&gt;
*Fire at bunched-up enemies who are more likely to take hits from this weapon.&lt;br /&gt;
*Flank low-damage enemies.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Burst them down from a distance before they get in range.&lt;br /&gt;
*Force them into melee combat before they can pull off a single burst.&lt;br /&gt;
*Spread defenders apart to reduce collateral damage.&lt;br /&gt;
&lt;br /&gt;
==== [[Heavy SMG]] ====&lt;br /&gt;
Fires a 3-round burst of heavy slugs. These pack quite a punch, and are moderately accurate. An excellent choice in terms of short-range DPS, though its effectiveness quickly drops outside short range.&lt;br /&gt;
&lt;br /&gt;
=== Medium-range ===&lt;br /&gt;
Well-rounded guns with a moderate maximum range of around 24-30 tiles. They deal excellent DPS at range if they can hit their mark.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Give to your moderately skilled gunners.&lt;br /&gt;
*Deal heavy damage to entrenched low-DPS or short-ranged targets.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Focus fire on them to take them out first.&lt;br /&gt;
*Out-range them when they are entrenched.&lt;br /&gt;
&lt;br /&gt;
==== [[LMG]] ====&lt;br /&gt;
A light machine gun that fires a 6-round volley of light bullets. While it has good damage potential, it has poor single-target accuracy with the bullets rarely hitting the same target.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Fire at a group of enemies instead of lone ones.&lt;br /&gt;
&lt;br /&gt;
==== [[Charge rifle]] ====&lt;br /&gt;
An excellent weapon that fires a burst of charged energy packets. Its good accuracy and high DPS means that defeating the enemy is no problem with this. It should be your standard weapon at mid-late game situations.&lt;br /&gt;
&lt;br /&gt;
Though it works good even if used alone, it's best to add other longer-ranged weapons to the mix to make up for its mediocre range.&lt;br /&gt;
&lt;br /&gt;
==== [[Charge lance]] ====&lt;br /&gt;
&lt;br /&gt;
A high-tech weapon that sends a heavy pulse at high velocities towards targets. It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies.&lt;br /&gt;
&lt;br /&gt;
It can be used to single out targets at range.&lt;br /&gt;
&lt;br /&gt;
=== Long-range ===&lt;br /&gt;
Long-distance guns with a maximum range of 32 tiles or longer. Their main advantage lies in dealing damage from a distance to out-range short-ranged gunners, for they don't deal good damage up close.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Give to your best shooters who will make the most out of the long range.&lt;br /&gt;
*Shoot down short-ranged gunners.&lt;br /&gt;
*Conduct hit-and-run or kiting attacks with ease.&lt;br /&gt;
*Fire at a distance, while letting other shorter-ranged soldiers take the hits.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Take down other enemies who can provide fire support for them.&lt;br /&gt;
*Burst down with high-DPS weapons when unsupported.&lt;br /&gt;
&lt;br /&gt;
==== [[Assault rifle]] ====&lt;br /&gt;
A versatile gun that works at long ranges while still dealing satisfactory damage at close-medium range. It works as a lower-tech version of the charge rifle when range is more important than DPS, and has potential as a kiting or hit-and-run weapon at higher qualities with a skilled and fast-moving shooter.&lt;br /&gt;
&lt;br /&gt;
==== [[Bolt-action rifle]] ====&lt;br /&gt;
A long-range rifle that fires a single powerful bullet. It is more suited for novice snipers (level 10 or lower) as it's rather skill-friendly. Its faster fire rate also makes it better for kiting moving targets.&lt;br /&gt;
&lt;br /&gt;
It isn't nearly as likely to kill as the sniper rifle, making it better if your goal is to incapacitate rather than kill. It also fares better than the sniper rifle in terms of DPS.&lt;br /&gt;
&lt;br /&gt;
==== [[Minigun]] ====&lt;br /&gt;
A more curious weapon, the minigun fires an immense 25-round barrage of bullets that can rain down on a group of enemies. &lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Rip enemies to shreds, even single targets, from medium distances- its poor accuracy is negated by its sheer firepower.&lt;br /&gt;
*Aim behind or within large groups of enemies to deal heavy damage to them.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Spread out colonists to make them harder for the minigun to hit.&lt;br /&gt;
&lt;br /&gt;
==== [[Sniper rifle]] ====&lt;br /&gt;
The longest-range weapon in-game, the sniper rifle fires a high-damage bullet with a long aiming and cooldown time. It has decent killing potential, instantly killing if it scores a shot on a vital organ without being deflected.&lt;br /&gt;
&lt;br /&gt;
Its DPS is absolutely abysmal, however; it is the weapon dealing the lowest single-target DPS in-game, and even simple bows beat it.&lt;br /&gt;
&lt;br /&gt;
It has a niche purpose for hit-and-run attacks as its extended range allows your snipers to fire from safety, but its slow fire rate makes it a poor choice for kiting.&lt;br /&gt;
&lt;br /&gt;
=== Legacy ===&lt;br /&gt;
Weapons that have their role changed due to updates.&lt;br /&gt;
&lt;br /&gt;
==== Minigun (pre-Beta 19) ====&lt;br /&gt;
A more curious weapon, the minigun fires an immense 30-round barrage of bullets that can rain down on a group of enemies, but can't hit single targets at all, due to its forced miss radius. Shooting skill does not matter for this weapon at all.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Equip on Trigger-happy colonists, regardless of shooting skill.&lt;br /&gt;
*Aim behind or within large groups of enemies to deal immense damage to them.&lt;br /&gt;
*Shred enemies at point-blank.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Spread out colonists to make it much harder for the minigun to hit.&lt;br /&gt;
*Shield belts can easily negate most of the minigun's damage as it can't be focused on a single target.&lt;br /&gt;
&lt;br /&gt;
==== [[Charge lance]] (pre-1.1) ====&lt;br /&gt;
&lt;br /&gt;
A high-tech weapon that sends a heavy pulse at high velocities towards targets. It is able to cripple unprotected limbs in one shot, and deal serious hurt to enemies.&lt;br /&gt;
&lt;br /&gt;
It should be your go-to long range weapon from midgame onwards.&lt;br /&gt;
&lt;br /&gt;
== Area-of-effect weapons ==&lt;br /&gt;
Explosive weapons are a force to be reckoned with, whether by raiders or colonists. With correct use, they can deal heavy damage and disruption to the opposing side. Most armor protects poorly against explosive blunt or heat damage, making them a decent choice against heavily armored enemies.&lt;br /&gt;
&lt;br /&gt;
An important thing to note is that explosives are not blocked by cover, but are stopped by walls. This means your colonists covering behind sandbags will be hurt by the explosion, but not those hiding behind a wall.&lt;br /&gt;
&lt;br /&gt;
=== [[Mortar]]s ===&lt;br /&gt;
{{See also|Defense structures#Mortars}}&lt;br /&gt;
&lt;br /&gt;
Mortar attacks on sieges and raids are effective if the mortars have the time to aim and fire. Each shell has great destructive potential if they connect, but they take a long time to reload and aim, and have poor accuracy. Different types of shells have different uses.&lt;br /&gt;
&lt;br /&gt;
They also allow 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 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;
If you are short on manpower, you can automatically assign a colonist to fire 1 shot from each mortar. However mortars will not cool down unless there is someone manning it.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Assign colonists inept at combat to man mortars.&lt;br /&gt;
*Aim at least 16 tiles away from your soldiers and allies to prevent friendly fire.&lt;br /&gt;
*Fire on static targets, or aim ahead of moving ones.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Stay inside the 30-tile blind spot when safe to approach.&lt;br /&gt;
*Spread your fighters apart to reduce potential damage done each shell.&lt;br /&gt;
*Keep moving to avoid the shells.&lt;br /&gt;
&lt;br /&gt;
==== [[High-explosive shell]]s ====&lt;br /&gt;
The most straightforward way of bombarding enemies. Each mortar shell deals great amounts of explosive damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim around 4-8 mortars at each group of enemies.&lt;br /&gt;
*Use only against large groups of enemies.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Most [[shield belt]]s can absorb 1 hit from the shell.&lt;br /&gt;
**Against these enemies, hit them with the EMP shell first (see below).&lt;br /&gt;
&lt;br /&gt;
==== [[Incendiary shell]]s ====&lt;br /&gt;
These deal low damage, penetrate shields and set things on fire. The fire can cause disruption among the enemy ranks, as they frantically run trying to put out the flames.&lt;br /&gt;
&lt;br /&gt;
Be careful with these as the fires can spread across wide areas, potentially causing extensive collateral damage.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Set entrenched or shielded enemies on fire to make them vulnerable.&lt;br /&gt;
*Constantly disrupt siege camps with its incendiary blasts.&lt;br /&gt;
*Pair with brawlers for additional flame damage as melee attacks stop enemies from extinguishing them.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades.&lt;br /&gt;
*Firefoam poppers can rapidly extinguish fires and fireproof a region.&lt;br /&gt;
&lt;br /&gt;
==== [[EMP shell]]s ====&lt;br /&gt;
A situational ammunition that can't deal any physical damage, but stuns [[mechanoid]]s, mortars and shuts down [[Shield belt|shields]]. They have a massive blast radius that can easily catch a sizable group of threats at once.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Instantly down the shields of a large melee charge.&lt;br /&gt;
*Stun a large group of mechanoids, giving you time for a counterattack.&lt;br /&gt;
*Disable mortars to counter sieges.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
==== [[Firefoam shell]]s ====&lt;br /&gt;
Another type of situational ammunition. It spreads firefoam that fireproofs and extinguishes fires in a region.&lt;br /&gt;
&lt;br /&gt;
Inaccuracy, high cost and the mortar blind spot make it impractical.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Extinguish fires from a long distance that have the potential to spread across the map if unchecked.&lt;br /&gt;
*Allow colonists incapable of firefighting to help with firefighting efforts.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
==== [[Antigrain warhead]]s ====&lt;br /&gt;
Rare but powerful, these warheads can annihilate a whole group of incoming raiders if it connects.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use only when facing tightly grouped enemies.&lt;br /&gt;
*Support with EMP mortars to break down shields first before firing.&lt;br /&gt;
*Aim dead center at any enemy.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*''N/A (not used by enemy)''&lt;br /&gt;
&lt;br /&gt;
===Thrown explosives===&lt;br /&gt;
Commonly encountered in raids, thrown explosives are cheap and effective, yet short-ranged.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Deprive them of any nearby cover to expose them.&lt;br /&gt;
*Constantly move to avoid them and throw enemies off-aim.&lt;br /&gt;
*Shoot enemies down before they get in range.&lt;br /&gt;
&lt;br /&gt;
==== [[Frag grenades]] ====&lt;br /&gt;
These deal heavy damage in a small radius a short time after landing.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Deal heavy damage to entrenched raiders.&lt;br /&gt;
*Pair with distractions to allow grenadiers to close in to the enemy ranks.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Evacuate colonists to avoid the damage. Keep watch on all times so you can catch them in time.&lt;br /&gt;
&lt;br /&gt;
==== [[Molotov cocktails]] ====&lt;br /&gt;
A makeshift incendiary that explodes instantly on impact.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Use it as a quick and easy source of fire that can light up anywhere you wish.&lt;br /&gt;
*Smoke out entrenched or shielded raiders if given distraction.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.&lt;br /&gt;
*Estimate where the molotov will land and evacuate colonists accordingly.&lt;br /&gt;
&lt;br /&gt;
==== [[EMP grenades]] ====&lt;br /&gt;
These do no physical damage but have some useful purposes. They have a fuse.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim ahead of enemy melee charges to take down shields.&lt;br /&gt;
*Alternate between groups of mechanoids to constantly lock them down.&lt;br /&gt;
*Disable enemy turrets if given the chance to move in.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Evacuate shielded colonists from the area of effect so they don't wind up without shields in the face of gunfire.&lt;br /&gt;
*Do not rely on turrets to take down the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Handheld ===&lt;br /&gt;
Longer-ranged than thrown explosives, but otherwise acts like them.&lt;br /&gt;
&lt;br /&gt;
==== [[Incendiary launcher]] ====&lt;br /&gt;
A medium-distance incendiary weapon that functions much like the molotov cocktails. The difference is that you can't aim it at anywhere- the target has to be a structure or a pawn.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Quickly and easily expose entrenched or shielded enemies from a relatively safe distance.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Immediately draft nearby colonists to put out their burning comrades as well as any burning structures nearby.&lt;br /&gt;
*Shoot them with medium-long ranged weapons.&lt;br /&gt;
&lt;br /&gt;
== Weapons of mass destruction ==&lt;br /&gt;
Single-use weapons that deal massive damage over an area. They are extremely powerful to use, and extremely dangerous to face up against.&lt;br /&gt;
&lt;br /&gt;
=== Rocket launchers ===&lt;br /&gt;
These weapons can easily down, maim or kill several pawns at once with high-damage explosions. They can be fired from a great distance making them harder to interrupt.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Space out defensive forces to reduce the number of them caught in the explosion.&lt;br /&gt;
*[[Defense tactics#Distracting rockets|Distract them into firing elsewhere.]]&lt;br /&gt;
&lt;br /&gt;
==== [[Doomsday rocket launcher]] ====&lt;br /&gt;
Fires a large incendiary cluster-burst that injures a large group of targets while setting them on fire, and can penetrate walls with its incendiary blasts.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim at a large group of enemies to injure them, then finish them off with other weapons.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Distract them such that they fire far away from any structures.&lt;br /&gt;
&lt;br /&gt;
==== [[Triple rocket launcher]] ====&lt;br /&gt;
Fires a 3-round salvo of high-damage rockets with a small blast radius.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim at tough enemies or priority targets that need to be eliminated.&lt;br /&gt;
&lt;br /&gt;
'''Counter'''&lt;br /&gt;
*Distract them with expendable pawns such as animals.&lt;br /&gt;
*Move quickly to avoid being hit by its explosions.&lt;br /&gt;
*Block the rockets with durable walls.&lt;br /&gt;
&lt;br /&gt;
=== Orbital targeters ===&lt;br /&gt;
These single-use items call down fearsome firepower from ancient satellites orbiting overhead. They have even more destructive potential than rocket launchers- indeed you should be grateful that enemies never come into battle using them.&lt;br /&gt;
&lt;br /&gt;
'''Usage'''&lt;br /&gt;
*Aim ahead of enemies to create a death zone for them.&lt;br /&gt;
*Aim at the center of a static raider party to annihilate them.&lt;br /&gt;
*Deal with heavily armored enemies easily.&lt;br /&gt;
*Use these weapons first, then finish off stragglers.&lt;br /&gt;
*Save them for tough or numerous enemies.&lt;br /&gt;
&lt;br /&gt;
==== [[Orbital bombardment targeter]] ====&lt;br /&gt;
Calls down an orbital strike that deals massive damage. It has the ability to single-handedly foil a raid, especially before raiders have scattered and taken up positions.&lt;br /&gt;
&lt;br /&gt;
==== [[Orbital power beam targeter]] ====&lt;br /&gt;
Calls down a beam that incinerates everything near it. This obviously includes any unsuspecting raider party trying to wreak havoc on your colony.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
These one-use items can be useful in turning the tide of a raid, provided you can use them correctly.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic insanity lance]] ===&lt;br /&gt;
This artifact instantly drives a humanlike or animal berserk, causing them to attack any nearby pawns.&lt;br /&gt;
&lt;br /&gt;
You can use this to cause great disruption within the enemy's ranks as enemies will switch targets to engage the berserk pawn, distracting them. It's best used on a shielded melee target who will then channel their rage onto their nearby ranged allies, forcing them to engage in unarmed combat.&lt;br /&gt;
&lt;br /&gt;
It can also be used to enrage animals from a distance, unleashing them upon the enemy attackers.&lt;br /&gt;
&lt;br /&gt;
While berserk pawns may not deal much damage on their own, the resulting fire directed in panic at the berserker can greatly weaken an incoming attack—especially if the berserker is wearing a [[Shield belt]] to block fire.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic shock lance]] ===&lt;br /&gt;
This artifact instantly downs a humanlike or animal, with a chance of causing brain damage.&lt;br /&gt;
&lt;br /&gt;
Not as useful as a psychic insanity lance against raids, but can still be used to great effect, by downing an attacker that might cause huge damage such as a rocketeer.&lt;br /&gt;
&lt;br /&gt;
It's also somewhat useful if you want to capture a specific raider with good stats, though you need to get him before the effect wears off, and you risk brain damage which can ruin a previously good potential colonist.&lt;br /&gt;
&lt;br /&gt;
=== [[Psychic animal pulser]] ===&lt;br /&gt;
This artifact instantly drives all animals, including your tamed ones, into a manhunter state.&lt;br /&gt;
&lt;br /&gt;
In an animal-rich area such as a temperate forest or arid shrubland, nearly any humanlike/ mechanoid raid can quickly get devastated.&lt;br /&gt;
&lt;br /&gt;
Before you even consider using this, you should be very careful; the animals will also turn on your colonists. You will need to keep the animals out, and your colonists in. Make sure you get all your tamed animals out first, restrict your colonists to indoors areas only, and have a stock of food handy. Once the animals fall asleep they will exit their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
{{nav|weapon}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75241</id>
		<title>Psycasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psycasts&amp;diff=75241"/>
		<updated>2020-09-23T12:49:19Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Mishmash of current and outdated mechanics. Table correct, everything else less so}}&lt;br /&gt;
&lt;br /&gt;
'''Psycasts''' are psychic powers available to pawns with [[Psylink neuroformer]]s, added by the [[Royalty (DLC)| Royalty DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
#  Acquire a [[Psylink neuroformer]] through trading, questing or surgery.&lt;br /&gt;
#  Gain Royalty [[Titles]] by accepting [[Honor]] as a quest reward.&lt;br /&gt;
#  Pawns with tribal backstories (Meditation type focus : Natural) can meditate at an [[Anima tree]] to grow anima grass. Perform a ritual to gain one Psylink level for 20 grass.&lt;br /&gt;
&lt;br /&gt;
A random psycast of the new level can be gained when using a [[Psylink neuroformer]] - i.e. a random level 1 psycast is gained when a pawn uses their first neuroformer, a level 2 psycast is gained when using their second, etc. Further psycasts can be gained by using a [[Psytrainer]] which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
A psycaster's effectiveness is controlled by three primary factors: their [[Neural Heat Limit]], their available Psyfocus and the [[Psychic Sensitivity]] of their target.&lt;br /&gt;
=== Neural Heat === &lt;br /&gt;
==== Neural Heat Limit ====&lt;br /&gt;
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. The more they exert themselves, the closer they get to their limit and the more powerful the debuff they receive while recovering.&lt;br /&gt;
While the defaul neural heat limit is 30 it modified by a number of factors including the psychic sensitivity and psylink level of the psycaster. &lt;br /&gt;
The resulting value follows the equation&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Limit = 30 * Psychic Sensitivity * (1 + (0.33...* (Psylink level -1))) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
==== Neural Heat Recover Rate ====&lt;br /&gt;
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. The default rate of 0.54 per second &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt; with no psylink (though this will only be seen when using Neural Heat Dump as otherwise they cannot generate heat). The first level of psylink improves the rate to 1.0, with every additional level increasing the rate by 0.125.  In addition, each percent of pain increases the rate of recovery from neural heat by 1.5%.&lt;br /&gt;
The resulting value follows the equation, assuming at least 1 level of psylink.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Neural Heat Recovery Rate = 1 + (0.125* Psylink level  ) + (1.5*Pain percentage) {{H:title|link=no|Based on in code, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Psychic Breakdown ====&lt;br /&gt;
{{stub}}&lt;br /&gt;
*Minor = -25% [[consciousness]], 5 days mtb of minor [[mental break]]&lt;br /&gt;
*Major = -50% [[consciousness]], 5 days mtb of minor or major [[mental break]]&lt;br /&gt;
*Total = 10% [[consciousness]] max&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
{{stub}}&lt;br /&gt;
In addition to the neural heat increase, each psycast also removes an amount of psyfocus. This psyfocus can only be gained by through meditation and degreades a small amount per day relative to the value of psyfocus the psyfcaster currently has.&lt;br /&gt;
&lt;br /&gt;
=== Psychic Sensitivity ===&lt;br /&gt;
In addition to its effects in calculating neural heat, psychic sensitivity is also important in how it effects targets.&lt;br /&gt;
The targets psychic sensitivity is important as it often acts as a modifier to the duration, and sometimes the magnitude, of the psychic effect. For example, a [[Traits|Psychically Hypersensitive]] (Sensitivity of 1.8) pawn will be affected by the Beserk psycast for 54 seconds instead of the normal 30, while a Psychically Dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds, and a Psychically Deaf (Sensitivity of 0) pawn would be immune.&lt;br /&gt;
&lt;br /&gt;
=== Psycaster Equipment ===&lt;br /&gt;
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. &lt;br /&gt;
The following modifiers exist:&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Sensitivity Bonus&lt;br /&gt;
! Recovery Rate Bonus&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Hypersensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +80%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
!  style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Sensitive]]&lt;br /&gt;
| Trait&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Dull]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -50%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Traits#Psychic_Sensitivity|Psychically Deaf]]&lt;br /&gt;
| Trait&lt;br /&gt;
| -100%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RimworldIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic foil helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| -90%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige recon helmet]]  &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine armor]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige marine helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract armor]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Prestige cataphract helmet]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +5%&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex shirt]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +10% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.033&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex vest]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.05&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex robe]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +20% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex helmet]] &lt;br /&gt;
| Apparel&lt;br /&gt;
| +15% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.066&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex skullcap]]&lt;br /&gt;
| Apparel&lt;br /&gt;
| +40% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.091&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] &lt;br /&gt;
| Weapon&lt;br /&gt;
| +50% {{ref label|Quality|Q}}&lt;br /&gt;
| 0.083&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Hypersensitizer]] persona weapon {{ref label|Persona|A}}&lt;br /&gt;
| Weapon&lt;br /&gt;
| +40%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Sensitivity]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| +20%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Quiet]] persona weapon {{ref label|Persona|A}}  &lt;br /&gt;
| Weapon&lt;br /&gt;
| -15%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Psychic Fog]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| -30%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Template:Persona traits|Neural Cooling]] persona weapon {{ref label|Persona|A}} &lt;br /&gt;
| Weapon&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! {{RoyaltyIcon}}&lt;br /&gt;
! style='text-align: left !important;'| [[Psychic sensitizer]] &lt;br /&gt;
| Implant&lt;br /&gt;
| +25%&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Persona|A}} Psychic sensitivity traits are mutually exclusive with each other, but not with Neural Cooling. Persona traits appear on the following weapons: [[Persona monosword]], [[Persona plasmasword]], and [[Persona zeushammer]]&lt;br /&gt;
:{{note|Quality|Q}} Value scales with [[Quality]]. 0.5x -&amp;gt; 0.66x -&amp;gt; 0.83x -&amp;gt; 1.00x -&amp;gt; 1.16x -&amp;gt; 1.32x -&amp;gt; 1.5x. Note that Normal quality is not 1.00x&lt;br /&gt;
&lt;br /&gt;
== Psycasts == &lt;br /&gt;
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below the number of psychic amplifiers they have implanted. For example, to manifest Beckon, the psycaster would require 3 psychic amplifiers. &lt;br /&gt;
&lt;br /&gt;
=== Regular psycasts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Burden.png|64px]] || '''Burden''' || 1 || Slow the target for a short time by suppressing motor activity in the brain || ''Psychically-induced difficulty in locomotion''&lt;br /&gt;
* [[Moving|Maximum movement speed]] capped at 40%&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 8&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Painblock.png|64px]] || '''Painblock''' || 1 || Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. || ''Psychically-induced pain insensitivity.'' &lt;br /&gt;
* Target Pain Factor x10% &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 10&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 120s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Stun.png|64px]] ||'''Stun''' || 1 || Momentarily disrupt motor function in target's &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; brain, preventing any movement. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Stuns the target&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 12&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 3s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChunkSkip.png|64px]] || '''Chunk skip'''|| 1 || Skip the 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
&lt;br /&gt;
|| Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.&lt;br /&gt;
|| 14&lt;br /&gt;
|| 1s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: SolarPinhole.png|64px]] || '''Solar pinhole''' || 1 || Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. || &lt;br /&gt;
''Psychically-induced.'' &lt;br /&gt;
* Creates light and heat&lt;br /&gt;
|| 0&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 8%&lt;br /&gt;
*&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BlindingPulse.png|64px]] || '''Blinding Pulse''' || 2 || Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. || ''Psychically-induced partial blindness.'' &lt;br /&gt;
* [[Sight]] * 0.5&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Not in game-files, needs in-game testing| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* Effect scales with target's [[Psychic Sensitivity]] {{H:title|link=no|Multiplier exists in game-files, needs in-game testing to confirm| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 20&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 30s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: Waterskip.png|64px]] || '''Waterskip''' || 2 || Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind.&lt;br /&gt;
|| 25&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 3x3 tiles&lt;br /&gt;
|| 1.5%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: NeuralHeatDump.png|64px]] || '''Neural Heat Dump''' || 2 || Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. || ''Psychically induced neural heat cleansing.'' &lt;br /&gt;
* Caster reduces their neural heat to 0 while allied target within line-of-sight falls into non-damaging coma within 10 tiles. Target does not require a psychic amplifier to receive neural heat.&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 0&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 1000s (1 day)&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 0%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Beckon.png|64px]] || '''Beckon''' || 3 || Psychically command the target to approach the caster. || ''Psychically-induced.'' &lt;br /&gt;
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 20&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 8s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ChaosSkip.png|64px]] || '''Chaos Skip''' || 3 || Teleport the target to a random position near where he started. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* 1s Stun after teleporting&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 18&lt;br /&gt;
|| 0.25s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: VertigoPulse.png|64px]] || '''Vertigo Pulse''' || 3 || Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. || ''Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit.'' &lt;br /&gt;
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position&lt;br /&gt;
* Living targets have a chance to vomit.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
* -15 Faction Relations when used on allies&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 20s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 7 tiles&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Smokepop.png|64px]] || '''Smokepop''' || 4 || Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and preventing &amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt; turrets from locking on entirely. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a 7 tile diameter smoke at the targeted location.&lt;br /&gt;
|| 30&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Smoke dissipates in ~30 seconds&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skip.png|64px]] ||'''Skip''' || 4 || Teleport the target to a desired position not too far from his starting point. || ''Psychically-induced.'' &lt;br /&gt;
* Target is teleported to a selected tile visible to the caster.&lt;br /&gt;
-15 Goodwill impact&lt;br /&gt;
|| 25&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target/Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Focus.png|64px]] || '''Focus''' || 4 || Psychically focus the target's mind, boosting their sight, hearing and moving capacities. || ''Psychically-induced mental focus, increasing sight, hearing and movement capactities.'' {{H:title|link=no|Spelling error in game, do not correct for article|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
* [[Sight]] * 1.3&lt;br /&gt;
* [[Hearing]] * 1.3&lt;br /&gt;
* [[Moving]]  *1.3&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 15&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 28 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Wallraise.png|64px]] ||'''Wallraise''' || 4 || Form a temporary wall by skipping rubble and soil up from deep under the ground. || ''A fragile wall made of rubble. It will collapse in time.' &lt;br /&gt;
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours.&lt;br /&gt;
|| 35&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous'', Wall disappears after 4 hours&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| Tile&lt;br /&gt;
|| 2%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Berserk.png|64px]] || '''Berserk'''  || 5 || Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Target goes [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -15 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 40&lt;br /&gt;
|| 0.25s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Flashstorm.png|64px]] || '''Flashstorm'''  || 5 || Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissapating. || ''Psychically-induced.'' &lt;br /&gt;
* Creates a storm at target location. &lt;br /&gt;
* -35 Goodwill impact.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 164s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| 14 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Invisibility.png|64px]] || '''Invisibility''' || 5 || Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. || ''Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected.'' &lt;br /&gt;
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.&lt;br /&gt;
|| 45&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 20 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: BerserkPulse.png|64px]] || '''Berserk Pulse''' || 6 ||  Generate an overwhelming rush of undirected rage in everyone near the target point. || ''Psychically-induced.'' &lt;br /&gt;
* All creatures within the radius go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation. &lt;br /&gt;
* -75 Faction Relations when used on allies.&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 10s&lt;br /&gt;
|| 15 tiles&lt;br /&gt;
|| 5x5 tiles&lt;br /&gt;
|| 6%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: MassChaosSkip.png|64px]] || '''Mass Chaos Skip''' || 6 || Skip everyone near a target point to a random location nearby. || ''Psychically-induced.'' &lt;br /&gt;
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location&lt;br /&gt;
* -5 Goodwill impact.&lt;br /&gt;
|| 40&lt;br /&gt;
|| 1s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 17 tiles&lt;br /&gt;
|| 3%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Skipshield.png|64px]] || '''Skipshield''' || 6 || Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. || ''Psychically-induced.'' &lt;br /&gt;
* Makes a circle that cannot be shot through.&lt;br /&gt;
|| 65&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 15s&lt;br /&gt;
|| 25 tiles&lt;br /&gt;
|| 9 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: ManhunterPulse.png|64px]] || '''Manhunter pulse'''|| 6 || Drive nearby animals into a manhunting rage using a psychic pulse || ''Psychically-induced.'' &lt;br /&gt;
* All animals within the radius go [[Mental break#Manhunter|Manhunter]], attacking the nearest human regardless of previous affiliation. &lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 50&lt;br /&gt;
|| 1s &lt;br /&gt;
|| 60s&lt;br /&gt;
|| 35 tiles&lt;br /&gt;
|| 57 tiles&lt;br /&gt;
|| 4%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special psycasts ===&lt;br /&gt;
&lt;br /&gt;
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Level (Title) !! Description !! Effects !! Heat Gain !! Casting Time !! Duration !! Range !! Area of Effect !! Psyfocus Cost&lt;br /&gt;
|-&lt;br /&gt;
|  [[File: WordOfTrust.png|64px]]||'''Word of Trust''' || 1 || Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. || ''Psychically induced.''&lt;br /&gt;
* Resistance amount scales with target's [[Psychic Sensitivity]]. Base effect is to reduce resistance by 20.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| 30 tiles&lt;br /&gt;
|| Target&lt;br /&gt;
|| 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfJoy.png|64px]]|| '''Word of Joy'''|| 2 || Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness.|| ''The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.''&lt;br /&gt;
* Duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 5000s (5 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfLove.png|64px]] || '''Word of Love''' || 3 || Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another. || ''Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup.'' &lt;br /&gt;
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively casted on two pawns.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s &lt;br /&gt;
|| 8000s (8 days)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfSerenity.png|64px]]||'''Word of Serenity'''|| 4 || Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break.|| Instantly ends any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break; minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| 250s (6 hours)&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 30-70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: WordOfInspiration.png|64px]] || '''Word of Inspiration'''|| 5 || Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them.|| Targeted pawn will receive a random [[inspiration]] based upon their passions and skills.&lt;br /&gt;
|| 0&lt;br /&gt;
|| 2s&lt;br /&gt;
|| ''Instantaneous''&amp;lt;br&amp;gt;Inspiration lasts its normal duration&lt;br /&gt;
|| 1 tile&lt;br /&gt;
|| Target&lt;br /&gt;
|| 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Farskip.png|64px]] || '''Farskip'''|| 5 || Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map.&lt;br /&gt;
|| Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; if used while in caravan, whole caravan will be teleported (unusable if overburdened)&lt;br /&gt;
|| 0&lt;br /&gt;
|| 5s&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| 5 tile radius&lt;br /&gt;
|| 70%&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Neuroquake.png|64px]] || '''Neuroquake'''|| 6 || Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature on the map outside of a safe circle near the caster will be driven violently insane. Casting this takes three hours of meditation, and afterwards, the caster will go into a three-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions.&lt;br /&gt;
|| Causes map-wide berserk mental state outside of 5 tile safe radius. Causes -10 joy in all colonists. Reduces faction opinion by 10 for all factions, no matter the distance you are from their bases.&lt;br /&gt;
* Coma duration scales with target's [[Psychic Sensitivity]]&lt;br /&gt;
|| 0&lt;br /&gt;
|| 125 seconds (3 hours)&lt;br /&gt;
|| ''Instantaneous''&lt;br /&gt;
|| User&lt;br /&gt;
|| Global Effect&lt;br /&gt;
|| 50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Psycasts can be used to great tactical advantage- provided that you can get in range of the enemy to use them.&lt;br /&gt;
&lt;br /&gt;
*'''Solar pinhole''' can be used to warm rooms during a cold snap if you don't have enough heaters.&lt;br /&gt;
*'''Burden''' slows the target down.&lt;br /&gt;
**Very useful for getting one or two more shots on melee attackers before they close the distance. Effective for this reason with a [[killbox]] setup as well. **Useful for hunters in case of revenge.&lt;br /&gt;
*'''Painblock''' blocks pain, with an effect similar to [[go-juice]].&lt;br /&gt;
*'''Stun''' stuns the target for a few seconds.&lt;br /&gt;
**Best used to support a melee attacker against another.&lt;br /&gt;
**Help melee attackers close the distance to shooters.&lt;br /&gt;
**Peel melee attackers off ranged.&lt;br /&gt;
*'''Blinding Pulse''' reduces the Sight of enemies and thus their accuracy, giving you the upper hand in combat.&lt;br /&gt;
*'''Neural heat dump''' is good for burst casting psycasts, if you're willing to pay the price of putting a pawn out of action. Pacifists are a good choice if you don't need them to pull fallen allies out of battle.&lt;br /&gt;
*'''Beckon'''&lt;br /&gt;
**Best used to force enemies into melee range for engagement.&lt;br /&gt;
**Great for peeling enemy melee off a vulnerable friendly.&lt;br /&gt;
*'''Chaos Skip'''&lt;br /&gt;
**Use on enemies that already entered melee range to force them to break distance in a random direction. Be careful of skipping them into your base.&lt;br /&gt;
*'''Vertigo Pulse'''&lt;br /&gt;
*'''Smokepop''' is essentially a better version of the [[smoke launcher]].&lt;br /&gt;
*'''Skip''' is a versatile tool that can be used to manipulate allies and enemies alike.&lt;br /&gt;
**Teleport allied fighters into position quickly, especially melee fighters. &lt;br /&gt;
**Skip long-ranged enemies into range.&lt;br /&gt;
**Keep enemy melee fighters away from allies.&lt;br /&gt;
*'''Focus''' is good for buffing allies prior to a battle,improving a doctor before an important [[Surgery Success Chance|surgery]], or gaining an extra discount before trading{{H:title|link=no|Boosted stats don't boost trade value above 100%| &amp;lt;sup&amp;gt; [Fact-check needed] &amp;lt;/sup&amp;gt;}}&lt;br /&gt;
*'''Wallraise''' creates a wall of rocks in a cross shape.&lt;br /&gt;
**Creates impromptu cover for your shooters to shelter behind.&lt;br /&gt;
**Use to create LOS blocker against rocket launchers that are about to fire. If you are quick you can even block the rockets mid-flight.&lt;br /&gt;
**Blocking access to doors &lt;br /&gt;
**Protecting [[Unstable power cell]]s&lt;br /&gt;
*'''Berserk''' forces an enemy to attack nearby targets indiscriminately, including their allies.&lt;br /&gt;
**Have enemies aggro on each other while your ranged fighters pick them off.&lt;br /&gt;
**Cause friendly fire as enemies fire at the berserker.&lt;br /&gt;
*'''Invisibility''' makes enemies unable to target your allies.&lt;br /&gt;
**It is not broken on attacking making it a good choice for close-ranged attackers.&lt;br /&gt;
**Self-cast to allow your psycaster to safely get within range.&lt;br /&gt;
*'''Berserk Pulse''' is similar to Berserk but affects an area.&lt;br /&gt;
**It causes a dangerous increase in psychic entropy on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. &lt;br /&gt;
*'''Mass Chaos Skip''' skips all units in the area randomly, friend or foe.&lt;br /&gt;
**Skip multiple enemies out of cover at once, exposing them to fire. Only skips things to a location where it has line of sight from.&lt;br /&gt;
*'''Manhunter Pulse''' causes all animals in a large area to become manhunter.&lt;br /&gt;
*'''Neuroquake''' is a hail mary-style psycast that is good against a humanlike raid, provided you can protect your psycaster long enough.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
*Royalty Initial Release: Introduced&lt;br /&gt;
*1.1.2571: Major Rebalance to several psycasts.&lt;br /&gt;
*1.1.2647: Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics, added new psychic abilities.&lt;br /&gt;
*1.2: Added more psycasts.&lt;br /&gt;
*1.2.2753: Bullet Shield renamed to Skipshield, prevent Farskip when caravan is overweight. Neural heat overload no longer causes psylink degradation or any other permanent damage.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Royalty]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=75222</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=75222"/>
		<updated>2020-09-23T07:42:21Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&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 or hordes of angry animals 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;
== Raiders ==&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 also attack [[prisoner]]s if they are captured from their enemy factions.&lt;br /&gt;
&lt;br /&gt;
They usually set fire to crops in growing zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
&lt;br /&gt;
Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects.&lt;br /&gt;
&lt;br /&gt;
If humanlike non-mechanoid 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;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. &lt;br /&gt;
&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
&lt;br /&gt;
[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &amp;lt;br&amp;gt;&lt;br /&gt;
Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
While mid-late game pirates usually come with around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Pirates spawn with most weapons in the game, whatever their faction is willing to provide them.&lt;br /&gt;
&amp;lt;br&amp;gt;Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well.&lt;br /&gt;
&lt;br /&gt;
For most factions, weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. &amp;lt;br&amp;gt;&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Royalty DLC|Empire]] will equip its soldiers with proper weapons depending on their skills.&lt;br /&gt;
&lt;br /&gt;
If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies.&lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
*[[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;
&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 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, once the shields are down you will need to manually retarget to prevent friendly fire.&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 while 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. &amp;lt;br&amp;gt;&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;
==== 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 of. 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;
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;
&lt;br /&gt;
Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &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;
&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 be used from absolute safety 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 travelling 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, using your best-protected colonists, and don't let anyone near at other times.&lt;br /&gt;
&lt;br /&gt;
Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors can alternatively be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment.&lt;br /&gt;
&lt;br /&gt;
Evacuating colonists away from the downed prevents them from receiving further fire until being rescued.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. 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.&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;
'''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 rock 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;
=== 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 risky and situational tactic is effective when employed correctly.&lt;br /&gt;
&lt;br /&gt;
It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &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.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used 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;
== 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;
Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
&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. &lt;br /&gt;
#[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch.&lt;br /&gt;
#[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast.&lt;br /&gt;
#If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s.&lt;br /&gt;
#[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are trickier to handle; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once.&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;
==== 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;
==== 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. 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. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&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:Strategic zoning 1.jpg|Zoning untrained animals around a ship part.&lt;br /&gt;
File:Strategic zoning 2.jpg|Mechanoids targeted nearby animals instead of colonists. Keep in mind that flame explosions do basically nothing against mechanoids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat humanlike 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]] 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 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;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
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;
&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_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;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 rock chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Attacking them at this time forces them to use rock 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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# 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;
# 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;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
Pirates or Outlanders 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;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Shields don't stand a chance against concentrated fire poured down a narrow entrance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 baes with killboxes.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 [[rock 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;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
== Mechanoids ==&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 humanlike 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;
[[File:MechanoidScyther.png|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. If a scyther standing in the chokepoint is stunned, it 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;
[[File:MechanoidLancer.png|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;
==== Pre-1.1 Lancers ====&lt;br /&gt;
&lt;br /&gt;
In 1.0 or earlier, charge lances have a longer range of 37 tiles, giving them a long-range sniping as opposed to simply a single target attack role.&lt;br /&gt;
&lt;br /&gt;
The high DPS of the charge lance compared to the lower DPS of other long-range weapons makes counter-sniping not a viable option until you secure some charge lances yourself. Once you do, however, you have the ability to outperform lancers at range.&lt;br /&gt;
&lt;br /&gt;
=== Centipedes ===&lt;br /&gt;
&lt;br /&gt;
[[File:MechanoidCentipede.png|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. All nearby centipedes with the minigun or heavy charge blaster 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;
[[File:MechanoidPikeman.png|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.&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.&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;
== Manhunters ==&lt;br /&gt;
&lt;br /&gt;
Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
&lt;br /&gt;
When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door). 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.&lt;br /&gt;
&lt;br /&gt;
=== Occurence ===&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.&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.&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;
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'''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;
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=== Behavior ===&lt;br /&gt;
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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;
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=== Fighting infestations ===&lt;br /&gt;
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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;
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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;
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=== Melee blocking ===&lt;br /&gt;
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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;
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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;
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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;
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=== Using fire ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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==== Heat Stroke ====&lt;br /&gt;
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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;
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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;
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=== Explosives ===&lt;br /&gt;
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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;
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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;
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=== Late-stage infestations ===&lt;br /&gt;
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&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;
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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;
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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;
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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;
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=== Prevention ===&lt;br /&gt;
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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;
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==== Baiting ====&lt;br /&gt;
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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;
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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;
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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;
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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;
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==== Deep freezing ====&lt;br /&gt;
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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;
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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;
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=== Deep drill infestations ===&lt;br /&gt;
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Deep drills can unearth insect hives, which will result in enraged insects charging up to attack after a while.&lt;br /&gt;
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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;
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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;
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== 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;
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Escaping prisoners can open any colony door, and will snatch weapons whenever they see one.&lt;br /&gt;
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=== 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;
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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;
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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;
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=== 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;
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*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;
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=== Turrets ===&lt;br /&gt;
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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;
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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;
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== Caravan ambushes ==&lt;br /&gt;
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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;
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=== Escort ===&lt;br /&gt;
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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;
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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;
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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;
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=== Ambush site ===&lt;br /&gt;
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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;
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Besides this, you can't escape the fight until it's over, leaving no choice but to fight back.&lt;br /&gt;
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=== Cover and positioning ===&lt;br /&gt;
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[[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. 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;
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You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &lt;br /&gt;
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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.&lt;br /&gt;
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Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
You will need to bring some items so you can be prepared for a surprise attack.&lt;br /&gt;
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==== 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;
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*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;
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==== Medicine ====&lt;br /&gt;
You should have some medicine handy so your colonists can patch themselves up after the battle.&lt;br /&gt;
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[[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;
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=== Aftermath ===&lt;br /&gt;
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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;
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Alternatively, you can stay and forage from the ambush map before you leave.&lt;br /&gt;
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{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=75221</id>
		<title>Defense tactics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defense_tactics&amp;diff=75221"/>
		<updated>2020-09-23T07:41:16Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
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&lt;div&gt;{{Image wanted}}&lt;br /&gt;
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{{for|defensive constructions against threats|Defense structures}}&lt;br /&gt;
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Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony.&lt;br /&gt;
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This page details different tactics for defense and visualizations of them, applicable to most stages of the game.&lt;br /&gt;
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== Raiders ==&lt;br /&gt;
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=== Behavior ===&lt;br /&gt;
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[[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 also 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 zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets.&lt;br /&gt;
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Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects.&lt;br /&gt;
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If humanlike non-mechanoid 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;
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Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
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Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. &lt;br /&gt;
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==== Apparel ====&lt;br /&gt;
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[[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. &amp;lt;br&amp;gt;&lt;br /&gt;
Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s.&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 around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand.&lt;br /&gt;
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==== Weapons ====&lt;br /&gt;
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Pirates spawn with most weapons in the game, whatever their faction is willing to provide them.&lt;br /&gt;
&amp;lt;br&amp;gt;Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well.&lt;br /&gt;
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For most factions, weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. &amp;lt;br&amp;gt;&lt;br /&gt;
However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the Empire{{RoyaltyIcon}} will equip its soldiers with suitable weapons according to their skill.&lt;br /&gt;
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If you have your colonists equip suitable weapons according to their skills, you already have an advantage over the raiders over this point.&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;
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== Core battle tactics ==&lt;br /&gt;
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No matter what sort of defenses you use, these battle tactics may be useful.&lt;br /&gt;
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=== Melee tactics ===&lt;br /&gt;
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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;
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In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies.&lt;br /&gt;
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[[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 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;
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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, once the shields are down you will need to manually retarget to prevent friendly fire.&lt;br /&gt;
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==== Melee sortie ====&lt;br /&gt;
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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;
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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;
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==== Melee rush ====&lt;br /&gt;
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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;
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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 while 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. &amp;lt;br&amp;gt;&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;
==== 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 of. 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;
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;
&lt;br /&gt;
Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. &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;
&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 be used from absolute safety 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 travelling 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, using your best-protected colonists, and don't let anyone near at other times.&lt;br /&gt;
&lt;br /&gt;
Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors can alternatively be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment.&lt;br /&gt;
&lt;br /&gt;
Evacuating colonists away from the downed prevents them from receiving further fire until being rescued.&lt;br /&gt;
&lt;br /&gt;
If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. 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.&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;
'''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 rock 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;
=== 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 risky and situational tactic is effective when employed correctly.&lt;br /&gt;
&lt;br /&gt;
It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health.  &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.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used 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;
== 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;
Raiders never come using tamed animals so the advantage of animals on your side is solely yours.&lt;br /&gt;
&lt;br /&gt;
==== Tamed animal release ====&lt;br /&gt;
&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. &lt;br /&gt;
#[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch.&lt;br /&gt;
#[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast.&lt;br /&gt;
#If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s.&lt;br /&gt;
#[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are trickier to handle; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once.&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;
==== 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;
==== 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. 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. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault.&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:Strategic zoning 1.jpg|Zoning untrained animals around a ship part.&lt;br /&gt;
File:Strategic zoning 2.jpg|Mechanoids targeted nearby animals instead of colonists. Keep in mind that flame explosions do basically nothing against mechanoids.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== Base scattering ===&lt;br /&gt;
&lt;br /&gt;
This is a '''last-ditch tactic to defeat humanlike 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]] 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 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;
&lt;br /&gt;
=== Sieges ===&lt;br /&gt;
&lt;br /&gt;
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;
&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_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;
&lt;br /&gt;
When faced with a siege, there are a few strategies you can use.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Camp assault ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 rock chunks, which you can fire from.&lt;br /&gt;
&lt;br /&gt;
Sniping [[mortar]]s under construction, when they have much lower health, is effective at wasting the enemy's resources.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Attacking them at this time forces them to use rock 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;
&lt;br /&gt;
'''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;
&lt;br /&gt;
==== Hit-and-run ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Countering with mortars ====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[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.&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
==== Sneak attack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Once someone receives an injury, everybody will wake up, so be sure to have everything in place.&lt;br /&gt;
&lt;br /&gt;
# 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;
# 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;
&lt;br /&gt;
==== Deep tunneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Firefoam shell jamming ====&lt;br /&gt;
&lt;br /&gt;
[[File:Firefoam shell jamming.png|500px|thumb|right|Enemy mortar filled with a firefoam shell, demonstrated by reddit user u/xenoxaos.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Shielded melee charges ===&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
Pirates or Outlanders 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;
&lt;br /&gt;
==== Melee blocking ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Shields don't stand a chance against concentrated fire poured down a narrow entrance.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sniper party ===&lt;br /&gt;
&lt;br /&gt;
Raiders can come using only sniper rifles, giving them a very long range but low overall damage.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Sniping them back is not recommended unless you have a surplus of skilled snipers and cover.&lt;br /&gt;
&lt;br /&gt;
==== Luring in ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Heavy explosives assault ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Distraction ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Grenadiers ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== All-in melee charge ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Base flank ===&lt;br /&gt;
&lt;br /&gt;
Besides sending one large attack party, enemies can also split up their forces and attack your base from multiple sides. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Each of the individual groups will flee on their accord.&lt;br /&gt;
&lt;br /&gt;
==== Divide and conquer ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== [[Sappers]] ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 baes with killboxes.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Turret funneling ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Early interception ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Rocket counterattack ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Mountain bases ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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 [[rock 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;
&lt;br /&gt;
==== Aftermath ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Drop pod attacks ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Enemies in drop pods cannot land in tiles beneath an Overhead mountain, so tunneling deep underground can make safe rooms.&lt;br /&gt;
&lt;br /&gt;
==== Strategy ====&lt;br /&gt;
&lt;br /&gt;
Once you see them land, you should immediately 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. &amp;lt;br&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Cover ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
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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;
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== Mechanoids ==&lt;br /&gt;
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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;
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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;
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Unlike humanlike 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;
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=== General strategy ===&lt;br /&gt;
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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;
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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;
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=== Scythers ===&lt;br /&gt;
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[[File:MechanoidScyther.png|100px|right]]&lt;br /&gt;
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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;
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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;
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EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. If a scyther standing in the chokepoint is stunned, it will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint.&lt;br /&gt;
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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;
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=== Lancers ===&lt;br /&gt;
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[[File:MechanoidLancer.png|100px|right]]&lt;br /&gt;
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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;
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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;
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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;
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==== Pre-1.1 Lancers ====&lt;br /&gt;
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In 1.0 or earlier, charge lances have a longer range of 37 tiles, giving them a long-range sniping as opposed to simply a single target attack role.&lt;br /&gt;
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The high DPS of the charge lance compared to the lower DPS of other long-range weapons makes counter-sniping not a viable option until you secure some charge lances yourself. Once you do, however, you have the ability to outperform lancers at range.&lt;br /&gt;
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=== Centipedes ===&lt;br /&gt;
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[[File:MechanoidCentipede.png|100px|right]]&lt;br /&gt;
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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;
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Spreading colonists apart can mitigate the crowd-control capabilities of centipedes, limiting the number of colonists hit by their weapons.&lt;br /&gt;
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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;
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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;
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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. All nearby centipedes with the minigun or heavy charge blaster must either be engaged in melee or disabled to prevent this from happening.&lt;br /&gt;
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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;
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=== Pikemen ===&lt;br /&gt;
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[[File:MechanoidPikeman.png|100px|right]]&lt;br /&gt;
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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;
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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;
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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.&lt;br /&gt;
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=== Crashed ships ===&lt;br /&gt;
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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;
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The type and where it lands are both important factors to consider when dealing with them.&lt;br /&gt;
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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;
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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;
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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;
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[[File:Crashed ship part using foam poppers.png|center|500px]]&lt;br /&gt;
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==== Defense behavior ====&lt;br /&gt;
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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;
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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;
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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;
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In 1.0 mechanoids chased targets over long distances and abandoned the ship part when it is at 50% health.&lt;br /&gt;
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==== Long-range engagement ====&lt;br /&gt;
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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;
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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.&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;
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==== Weapons ====&lt;br /&gt;
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High-DPS weapons are optimal at destroying both the ship part and its defending mechanoids.&lt;br /&gt;
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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;
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Incendiary weapons are a poor choice for any situation involving mechanoids or crashed ships, given that both are non-flammable.&lt;br /&gt;
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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;
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==== Construction ====&lt;br /&gt;
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{{main|Defense structures#Crashed ships}}&lt;br /&gt;
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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;
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Keep note that building within a three-tile distance will instantly trigger the mechanoids.&lt;br /&gt;
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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;
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==== Luring in ====&lt;br /&gt;
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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;
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Previously in 1.0, you can lure the mechanoids simply by triggering at range.&lt;br /&gt;
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==== Hit-and-run (1.1) ====&lt;br /&gt;
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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;
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==== Zoning animals ====&lt;br /&gt;
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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;
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== Manhunters ==&lt;br /&gt;
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Animals may randomly turn mad and become hostile due to various reasons.&lt;br /&gt;
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When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door). 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;
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=== 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;
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# 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.&lt;br /&gt;
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=== Occurence ===&lt;br /&gt;
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Mad animals can strike your colony in several ways.&lt;br /&gt;
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#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;
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=== Melee blocking ===&lt;br /&gt;
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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;
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When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack.&lt;br /&gt;
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=== Animals vs. Animals ===&lt;br /&gt;
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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.&lt;br /&gt;
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=== Hit-and-run ===&lt;br /&gt;
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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;
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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;
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=== Kiting ===&lt;br /&gt;
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Being unsophisticated in their tactics, they can be lured easily.&lt;br /&gt;
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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;
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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;
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=== Turrets ===&lt;br /&gt;
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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;
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=== Waiting it out ===&lt;br /&gt;
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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;
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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;
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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;
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=== Scavenging dead animals ===&lt;br /&gt;
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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.&lt;br /&gt;
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== Infestations ==&lt;br /&gt;
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[[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;
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[[File:Infestation within mountain rooms bugs.png|400px]]&lt;br /&gt;
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'''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;
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=== Behavior ===&lt;br /&gt;
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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;
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=== Fighting infestations ===&lt;br /&gt;
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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;
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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;
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=== Melee blocking ===&lt;br /&gt;
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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;
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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;
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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;
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=== Using fire ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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==== Heat Stroke ====&lt;br /&gt;
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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;
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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;
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=== Explosives ===&lt;br /&gt;
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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;
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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;
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=== Late-stage infestations ===&lt;br /&gt;
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&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;
== 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|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. 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;
You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. &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.&lt;br /&gt;
&lt;br /&gt;
Melee sorties or rushes work well if you have brawlers for they can traverse the short distances.&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;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Nav/body_parts&amp;diff=75219</id>
		<title>Template:Nav/body parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Nav/body_parts&amp;diff=75219"/>
		<updated>2020-09-23T07:29:32Z</updated>

		<summary type="html">&lt;p&gt;PigeonGuru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;hr style=&amp;quot;margin: 1em 0em; clear: both;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nav c_01 wide&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;box&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;heading&amp;quot;&amp;gt;[[Artificial body parts|Body Parts]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&amp;lt;dl&amp;gt;&lt;br /&gt;
;Arm/Hand :[[Archotech arm]] &amp;amp;bull; [[Bionic arm]] &amp;amp;bull; [[Power claw]] &amp;amp;bull; [[Prosthetic arm]] &amp;amp;bull; [[Drill arm]]{{RoyaltyIcon}} &amp;amp;bull; [[Elbow blade]]{{RoyaltyIcon}} &amp;amp;bull; [[Field hand]]{{RoyaltyIcon}} &amp;amp;bull; [[Hand talon]]{{RoyaltyIcon}}  &amp;amp;bull; [[Venom talon]]{{RoyaltyIcon}}&lt;br /&gt;
;Head :  [[Archotech eye]] &amp;amp;bull; [[Bionic eye]] &amp;amp;bull; [[Bionic ear]] &amp;amp;bull; [[Cochlear implant]] &amp;amp;bull; [[Denture]] &amp;amp;bull; [[Aesthetic nose]]{{RoyaltyIcon}}&lt;br /&gt;
;Head implants: [[Joywire]] &amp;amp;bull; [[Painstopper]] &amp;amp;bull; [[Circadian assistant]]{{RoyaltyIcon}} &amp;amp;bull; [[Circadian half-cycler]]{{RoyaltyIcon}} &amp;amp;bull; [[Gastro-analyzer]]{{RoyaltyIcon}}  &amp;amp;bull; [[Learning assistant]]{{RoyaltyIcon}} &amp;amp;bull; [[Mindscrew]]{{RoyaltyIcon}} &amp;amp;bull; [[Neurocalculator]]{{RoyaltyIcon}}  &amp;amp;bull; [[Psychic amplifier]]{{RoyaltyIcon}}  &amp;amp;bull; [[Psychic harmonizer]]{{RoyaltyIcon}}  &amp;amp;bull; [[Psychic reader]]{{RoyaltyIcon}}  &amp;amp;bull; [[Psychic sensitizer]]{{RoyaltyIcon}}  &amp;amp;bull; [[Venom fangs]]{{RoyaltyIcon}}&lt;br /&gt;
;Spine :[[Bionic spine]]&lt;br /&gt;
;Stomach : [[Bionic stomach]] &amp;amp;bull; [[Detoxifier stomach]]{{RoyaltyIcon}} &amp;amp;bull; [[Nuclear stomach]]{{RoyaltyIcon}} &amp;amp;bull; [[Reprocessor stomach]]{{RoyaltyIcon}}&lt;br /&gt;
;Organs : [[Bionic heart]]    &amp;amp;bull; [[Heart]]  &amp;amp;bull; [[Kidney]] &amp;amp;bull; [[Liver]] &amp;amp;bull; [[Lung]] &amp;amp;bull; [[Prosthetic heart]]&lt;br /&gt;
;Visceral implants : [[Death acidifier]] &amp;amp;bull; [[Aesthetic shaper]]{{RoyaltyIcon}}  &amp;amp;bull; [[Coagulator]]{{RoyaltyIcon}} &amp;amp;bull;  [[Healing enhancer]]{{RoyaltyIcon}}  &amp;amp;bull; [[Armorskin gland]]{{RoyaltyIcon}} &amp;amp;bull; [[Stoneskin gland]]{{RoyaltyIcon}} &amp;amp;bull; [[Toughskin gland]]{{RoyaltyIcon}} &amp;amp;bull; [[Immunoenhancer]]{{RoyaltyIcon}} &amp;amp;bull; [[Love enhancer]]{{RoyaltyIcon}}&lt;br /&gt;
;Leg/Foot :[[Archotech leg]] &amp;amp;bull; [[Bionic leg]] &amp;amp;bull; [[Prosthetic leg]] &amp;amp;bull; [[Peg leg]] &amp;amp;bull; [[Wooden foot]] &amp;amp;bull; [[Knee spike]]{{RoyaltyIcon}}&lt;br /&gt;
;Deprecated :[[Scyther blade]] &amp;amp;bull; [[Psychic silencer]]{{RoyaltyIcon}} &lt;br /&gt;
&amp;lt;/dl&amp;gt;{{nav/sep}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;topic_postId=vui14ix66a2goq6l&amp;topic_revId=vui14ix66a2goq6l&amp;action=single-view</id>
		<title>Topic:Vuglgx42gohgc3v1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;topic_postId=vui14ix66a2goq6l&amp;topic_revId=vui14ix66a2goq6l&amp;action=single-view"/>
		<updated>2020-09-23T07:28:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:PigeonGuru&quot; class=&quot;mw-userlink&quot; title=&quot;User:PigeonGuru&quot;&gt;&lt;bdi&gt;PigeonGuru&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:PigeonGuru&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:PigeonGuru&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/PigeonGuru&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/PigeonGuru&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vuglgx42gohgc3v1&amp;amp;topic_showPostId=vui14ix66a2goq6l#flow-post-vui14ix66a2goq6l&quot;&gt;commented&lt;/a&gt; on &quot;Royalty DLC template&quot; (&lt;em&gt;Looks like the icon still works when packaged into a template. That&amp;#039;s nice.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>PigeonGuru</name></author>
	</entry>
</feed>