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	<updated>2026-04-28T11:10:49Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relic&amp;diff=179447</id>
		<title>Relic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relic&amp;diff=179447"/>
		<updated>2026-04-12T15:33:03Z</updated>

		<summary type="html">&lt;p&gt;PlayerZeroFour: /* Inert relics */  I added examples of use cases for these and changed the instruction not to take them into one to not take them unless a use case applies. RimWorld is a storytelling game, not a speed running game to be min-maxed, so there will be reaso&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Detail on pilgrims, and more in general}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''relic''' is a holy item revered by your [[ideoligion]], ideally placed in a [[reliquary]]. In order to be obtained, they must be found through a 5 part quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relics are chosen through the ideoligion creation screen: either at the beginning of your game, or possibly later on if the [[Ideoligion#Fluid ideoligions|Fluid Ideoligion]] option is chosen. A random selection of relics will be generated if you pick the &amp;quot;Ideology system: inactive&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Relics are revered by your [[ideoligion]], so pawns of that ideoligion will receive buffs accordingly:&lt;br /&gt;
* Finding any relic will give fluid ideoligions {{+|5}} development points&lt;br /&gt;
* Finding all the sacred relics gives a {{+|15}} mood bonus for 15 days. This only stacks once, even if new relics are chosen via a fluid ideoligion and acquired. &lt;br /&gt;
* Relics being present at a ritual, i.e. installed in a reliquary in the temple used for the ritual, gives a small mood bonus for 4 days depending on the number of relics present. One relic gives {{+|2}}, two gives {{+|3}}, and three gives {{+|4}}.&lt;br /&gt;
* A relic installed in a [[reliquary]] gives an additional bonus to certainty loss inflicted by conversion attempted by pawns from that ideoligion on the same map as the reliquary,{{Check Tag|Verify|Verify same map}} including the [[Moral guide]]'s [[Ideoligion#Convert|Convert]] ability. The size of the increase depends on the number of relics currently held. See [[Conversion]] for details. &lt;br /&gt;
&lt;br /&gt;
A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
Relics will sometimes be mentioned by name in the randomly generated lore associated with the ideoligion.&lt;br /&gt;
&lt;br /&gt;
== Relic types ==&lt;br /&gt;
{{Stub|section=1|reason=What happens when a consumable relic is used? Unique wapons}}&lt;br /&gt;
Relics can be a range of different items. These include:&lt;br /&gt;
* [[#Inert relics|Inert relics]]: A term used internally for dedicated relic items, i.e. items that serve no other purpose than to act as relics. Inert relics have a relic chance of 5.&lt;br /&gt;
* Weapons: Almost any obtainable weapon in the game can be selected. Exceptions include the [[Triple rocket launcher|triple]] and [[doomsday rocket launcher]]s, [[frag grenades|frag]] and [[EMP grenades]], [[molotov cocktails]], and [[pila]]. All weapons have a relic chance of 1, with the following exceptions: &lt;br /&gt;
** [[Gladius]], [[Longsword]], [[Elephant tusk]]: 2&lt;br /&gt;
** [[Thrumbo horn]], [[Eltex staff]],{{RoyaltyIcon}} [[Monosword]],{{RoyaltyIcon}} [[Zeushammer]],{{RoyaltyIcon}} [[Plasmasword]],{{RoyaltyIcon}} [[Persona monosword]],{{RoyaltyIcon}} [[Persona zeushammer]],{{RoyaltyIcon}} [[Persona plasmasword]]{{RoyaltyIcon}}: 3&lt;br /&gt;
* Certain single use consumable items such as [[Psychic animal pulser]], [[psychic soothe pulser]], [[psychic shock lance]], [[psychic insanity lance]]. Each artifact has a relic chance of 5. However, upon use the artifact will count as being destroyed giving a 'Relic Lost' mood malus&lt;br /&gt;
&lt;br /&gt;
The items will be renamed with randomly generated name and stuffable items will have a random stuff type chosen. Both can be specified by the player during ideoligion creation.  &lt;br /&gt;
&lt;br /&gt;
Relic chances are used when an ideoligion is first generated, when an ideoligion preset is used, or when the &amp;quot;Ideology system: inactive&amp;quot; option is chosen. When customizing an ideoligion, the player can choose any type of relic without penalty, making relic chances irrelevant. &lt;br /&gt;
&lt;br /&gt;
Weapons will always be of ''legendary'' [[quality]], if possible (e.g. a [[thrumbo horn]] has no quality), but otherwise act the same as other weapons. Note that the pilgrim quests, as well as the mood and certainty buffs require the relic to be placed in a reliquary. In addition, being carried makes relic loss or destruction possible. These factors must be taken into account when choosing whether to enshrine or wield relic weapons.  &lt;br /&gt;
&lt;br /&gt;
If a relic is a [[persona weapon]], its persona traits will be generated at the same time as a quest{{Check Tag|Which quest?}}. This means that a player may load a previous savegame to re-randomize an artifact persona weapon's traits if they are not favorable, providing that the storyteller is not in commitment mode.&lt;br /&gt;
&lt;br /&gt;
==== Inert relics ====&lt;br /&gt;
Dedicated relic items, or items that serve no other purpose than to act as relics. All inert relics are [[stuff]]able and have the same stats. They only differ in stuff options and texture.&lt;br /&gt;
&lt;br /&gt;
These shouldn’t be taken, unless you need them for story or aesthetic reasons, due to having no functionality. Legendary high-end weapons are a lot more expensive, look just as good in reliquary, and are actually functional.&lt;br /&gt;
&lt;br /&gt;
General stats:&lt;br /&gt;
* Description: An object with ideoligious significance.&lt;br /&gt;
* Mass: 1.5&lt;br /&gt;
* HP: 200&lt;br /&gt;
* Beauty: 1&lt;br /&gt;
* Market Value: 500&lt;br /&gt;
* Stack limit: 1&lt;br /&gt;
* Stuff count: 100 (Defined, but seemingly not used)&lt;br /&gt;
* Tech level: [[Archotech]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan='2' | Type !! Stuff options&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertCup.png|48px]]         !! Chalice &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertPendant.png|48px]]     !! Pendant &lt;br /&gt;
| [[Metallic]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertBox.png|48px]]         !! Box &lt;br /&gt;
| [[Metallic]], [[Woody]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertTablet.png|48px]]      !! Tablet &lt;br /&gt;
| [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertFragment.png|48px]]    !! Fragment &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertSwordHandle.png|48px]] !! Hilt &lt;br /&gt;
| [[Metallic]], [[Stony]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertArk.png|48px]]         !! Ark &lt;br /&gt;
| [[Metallic]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:RelicInertCube.png|48px]]        !! Cube &lt;br /&gt;
| [[Metallic]], [[Woody]], [[Stony]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pilgrims == &lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
[[Pilgrims]] [[Quests#Pilgrims|come and see]] the relic if it's in a reliquary.&lt;br /&gt;
&lt;br /&gt;
If you deny them, depending on your Charity precept, you get a mood penalty for not letting them see the relic, and a larger one for betraying them. &lt;br /&gt;
* Essential: -8, -12&lt;br /&gt;
* Important: -4, -8&lt;br /&gt;
* Worthwhile: -2, -6&lt;br /&gt;
* No Charity percept: 0, 0&lt;br /&gt;
&lt;br /&gt;
They stay for some hours, and then leave. Pilgrims may give gifts when leaving, and some may join the colony. They can be used as cannon fodder in case of attack of mutual enemies. Attacking/capturing/looting them has no lasting consequences, as pilgrims are temporary faction and are unaffiliated with anyone - other than [[Ideoligion#cite_note-Charity_quest-1|mood penalty if you have Charity]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
In order to obtain a relic, you must participate in 5 different subquests, then travel to the relic's location. Subquests can repeat; if you fail one, more will appear later on.&lt;br /&gt;
If a fluid ideoligion is reformed to no longer venerate a specific relic, quests related to that relic will be deactivated. &lt;br /&gt;
&lt;br /&gt;
There are 4 different types of subquest:&lt;br /&gt;
&lt;br /&gt;
{{Icon Small|Spacedrone|48}} '''Hacking a Spacedrone'''&lt;br /&gt;
&lt;br /&gt;
A spacedrone will land near the colony which you must hack. Raiders from a certain faction will periodically raid the base, with an interval of approximately 8 hours. These raids will be focused on attacking the drone, and raiders will ignore pawns shooting at them. The drone has 750 hack points. Once finished hacking, the drone will explode in 30 seconds in 1x speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Worshipful village world site.png|48px]] '''Worshipful Village'''&lt;br /&gt;
&lt;br /&gt;
The quest creates a neutral tribal village that is not part of any faction, and worship an ancient terminal containing information about the relic. The villagers are neutral at first, allowing you to visit on the pretense that you are worshiping the terminal too, but will turn hostile upon three conditions: harming a member of the tribe, contact with the terminal, and overstaying your visit (10 hours). Reinforcements will arrive if you do not leave in time after turning hostile.&lt;br /&gt;
&lt;br /&gt;
[[File:Ancient complex world site.png|48px]] '''Ancient Compound'''&lt;br /&gt;
&lt;br /&gt;
An ancient compound will spawn on the map, containing hermetic crates, fuel barrels, and ??. &lt;br /&gt;
&lt;br /&gt;
[[File:Ancient complex world site.png|48px]] '''Ferried Ancient Compound'''&lt;br /&gt;
&lt;br /&gt;
The exact same as the above quest, but the quest giver will shuttle a set number of pawns to the location. The location will not spawn until you arrive.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[File:Ancient relic world site.png|48px]] '''Relic Location'''&lt;br /&gt;
&lt;br /&gt;
After completing 5 subquests, the relic's location will be revealed. &lt;br /&gt;
&lt;br /&gt;
You are able to travel to an ancient structure, which is guarded by initially dormant [[mechanoids]]. If the [[Biotech DLC]] is enabled, this contingent will include mechanoids from that DLC, but not mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
After 3 days from the relic location being revealed, the mechs will wake up. Otherwise, there is no other time pressure. The structure contains a [[reliquary]] containing the relic. The relic can be extracted from the reliquary, ending the quest. The mechanoids will awaken the moment extraction is begun and extracting the relic takes 5 seconds. Afterwards, the reliquary can be deconstructed for valuable [[gold]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs: Acquisition/quest strategies, analysis/strategies for getting relics from multiple ideos.}}&lt;br /&gt;
&lt;br /&gt;
Relics can be legendary weapons of nearly any type in the game, and the quests can start very early on, making them worthwhile to most colonies. Even late game, min-maxed colonies that can easily create legendary weapons may want relics, as they provide a slight [[reliquary]] mood buff, and relics can be uncraftable weapons ([[persona weapon]]s,{{RoyaltyIcon}} [[eltex staff|eltex staves]],{{RoyaltyIcon}} [[unique weapon]]s{{OdysseyIcon}}).&lt;br /&gt;
&lt;br /&gt;
Many of the quests, including the actual relic location, require traveling on the world map. Therefore, an fast travel mechanism like [[drop pod]]s or [[passenger shuttle]]s{{OdysseyIcon}} will make relics easier and more worthwhile to obtain. If these are not available, then the colony needs to be prepared for multiple off-colony trips, by preparing for the pawn's mood and the colony's defenses.&lt;br /&gt;
&lt;br /&gt;
=== Relic Selection ===&lt;br /&gt;
For the purposes of gameplay, relics should be weapons, as inert relics do not propose any functional benefit other than their reduced [[wealth]]. Legendary weapons are difficult to acquire, especially early on, and have great benefits even over Masterwork weapons. Note that late game colonies with [[production specialist]]s and/or a way to farm inspired creativity ([[tortured artist]] crafters, [[word of inspiration]],{{RoyaltyIcon}} [[psilocap]]s{{OdysseyIcon}}) can eventually farm any legendary weapon that can be crafted. In particular, a production specialist with inspired creativity and high skill is nearly guaranteed to create a legendary weapon.&lt;br /&gt;
&lt;br /&gt;
Therefore, uncraftable weapons are generally the best options. Uncraftable weapons that can be affected by quality include:&lt;br /&gt;
*[[Unique weapon]]s{{OdysseyIcon}}&lt;br /&gt;
*[[Persona weapon]]s{{RoyaltyIcon}}&lt;br /&gt;
*[[Monosword]]s,{{RoyaltyIcon}} [[zeushammer]]s,{{RoyaltyIcon}} and [[plasmasword]]s,{{RoyaltyIcon}} although these are worse than their persona variants.&lt;br /&gt;
*[[Eltex staff|Eltex staves]]{{RoyaltyIcon}}&lt;br /&gt;
*[[Flamebow]],{{BiotechIcon}} although flamebows are quite poor weapons&lt;br /&gt;
&lt;br /&gt;
If all DLC is installed, the best weapons will be the best weapons that fit your colony's design and playstyle. [[Unique charge rifle]]s{{OdysseyIcon}} are an overall great weapon, but [[unique minigun]]s{{OdysseyIcon}} and [[unique chain shotgun|chain shotguns]]{{OdysseyIcon}} can perform better in a [[killbox]] and base designed for them, while [[unique assault rifle|assault rifles]]{{OdysseyIcon}} are better at [[kiting]]. For melee weapons, [[persona monosword]]s{{RoyaltyIcon}} and [[persona zeushammer]]s{{RoyaltyIcon}} are the best options, as the [[persona plasmasword]]'s{{RoyaltyIcon}} flame damage does not scale with quality. Finally, [[Eltex staff|eltex staves]]{{RoyaltyIcon}} offer a boost to [[psycast]]ing, but compete with [[bioferrite]]{{AnomalyIcon}} weapons, which are actually useful in melee and can provide a higher Neural Heat Limit when stacking modifiers. Eltex staves still offer more neural heat recovery than bioferrite, though note that quality does not affect that stat.&lt;br /&gt;
&lt;br /&gt;
Without [[Odyssey]], the best ranged weapons will be the non-unique variants of the aforementioned weapons. However, these can be crafted, so more consideration should be placed on Royalty's persona weapons if available. If not playing with production specialist and not planning on farming inspirations, legendary weapons are hard to craft, so craftable relics should be considered.&lt;br /&gt;
&lt;br /&gt;
Without [[Royalty]], the best melee weapons will be [[longsword]]s or [[mace]]s, which can also be crafted. For longswords, [[obsidian]]{{OdysseyIcon}} is the best material, although the low item HP means it is prone to being destroyed. Without [[body part weapon]]s, [[strong melee damage]] [[gene]],{{BiotechIcon}} or [[juggernaut serum]],{{AnomalyIcon}} [[bioferrite]]{{AnomalyIcon}} is the next best option due to the [[melee verb selection]] mechanic always picking the longsword's blade. Bioferrite also boosts sensitivity. [[Plasteel]] is the best damaging for swords otherwise. [[Uranium]] is the best material for maces.&lt;br /&gt;
&lt;br /&gt;
=== Reliquary ===&lt;br /&gt;
Whenever starting a ritual or conversion attempt, it is easy to place any wielded relics within the reliquary, then take them back as soon as the ritual ends. This enables the mood buff whilst allowing the colony to use relics as weapons at basically all times. Therefore, reliquaries should be eventually be created even if all relics are weapons intended for colony use. However, the reliquary building does cost resources and increase [[wealth]], and the mood buff is only {{+|2}} or {{+|1}} per relic, so it is not a priority.&lt;br /&gt;
&lt;br /&gt;
Role conversion rituals count for the reliquary and do not have cooldowns or failure chances, so it is possible, if tedious, to continuously add and remove roles to maintain the reliquary mood buff indefinitely.&lt;br /&gt;
&lt;br /&gt;
The only benefit of permanently installing a relic are pilgrims, which are generally low impact, but can be arrested for recruitment or [[human resources]], or occasionally act as a distraction, at no goodwill consequence. This benefit is less than the benefit from having a legendary weapon, so permanent installation is only recommended if the relic is completely outclassed.&lt;br /&gt;
&lt;br /&gt;
=== Legendary weapon farming ===&lt;br /&gt;
When you reform a [[fluid ideoligion]], you get to generate 3 entirely new relics at a time. &amp;quot;Old&amp;quot; relics remain as legendary weapons. It is possible to generate an indefinite amount of weapons using the following steps:&lt;br /&gt;
&lt;br /&gt;
# Create a fluid ideoligion at game start.&lt;br /&gt;
# Select three weapons of your choice ([[#Relic Selection|see above]]).&lt;br /&gt;
# Perform the quests to retrieve the relics.&lt;br /&gt;
# Reform the ideoligion, and repeat until you have enough weapons.&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy, if slow, way to farm uncraftable relics.&lt;br /&gt;
&lt;br /&gt;
With craftable items, relic farming is ''possible'', but often inefficient due to the power of [[production specialist]]s and [[inspired creativity]]. A Crafting 20 production specialist has a ~9.6% to make a legendary item. With a source of [[inspired creativity]] ([[tortured artist]] or [[word of inspiration]]{{RoyaltyIcon}}), this jumps to 97.54% legendary.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: [[Farskip]] with Relic gives debuff from losing the relic.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer [[electric smelter|smelt]] relics, to avoid accidental mishaps.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Adjusted inspect pane and stat readout for relics in classic mode.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Relics can stack with other items of the same type.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Pawns considered free when using shuttle/pods, causing &amp;quot;Relic lost&amp;quot; thought if equipped. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Caravans holding relics cause &amp;quot;relic lost&amp;quot; thought on map exit. &lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>PlayerZeroFour</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stuff&amp;diff=179446</id>
		<title>Stuff</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stuff&amp;diff=179446"/>
		<updated>2026-04-12T15:10:11Z</updated>

		<summary type="html">&lt;p&gt;PlayerZeroFour: I fixed a typo. (fill-&amp;gt;filled)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Do not delete&lt;br /&gt;
--&amp;gt;{{#set:Image = [[File:Buildingmats.png]]}}&amp;lt;!--&lt;br /&gt;
Do not delete&lt;br /&gt;
--&amp;gt;'''Stuff''' is a concept in RimWorld's code by which a material can be chosen before creation of an item or building, used in the item's construction and the stats of the chosen material affect the stats of the end product.&lt;br /&gt;
An item that can do this is called &amp;quot;stuffable&amp;quot;.&lt;br /&gt;
Examples of stuffable things include most [[structure]]s, [[furniture]], [[melee weapons]] and [[apparel]].&lt;br /&gt;
&lt;br /&gt;
[[File:Buildingmats.png|thumb|200px|Note that this icon is used only on this wiki to symbolise &amp;quot;stuff&amp;quot;. It is not used in-game.]]&lt;br /&gt;
&lt;br /&gt;
Stuff is categorized. For example, an item can be made of &amp;quot;Leathery&amp;quot; stuff, i.e. that part of the recipe can be filled by the correct amount of any given [[leather]]. Some recipes give you a choice, for example [[bed]]s' stuff is tagged &amp;quot;Metallic, Wood, Stony&amp;quot;, allowing the player to choose between those. There are often better/worse choices, especially given the practical availability of different material for different colonies, but also different &amp;quot;stuff&amp;quot; can have differing effects on the final product (e.g. &amp;quot;wood&amp;quot; is more flammable than stone, and &amp;quot;stony&amp;quot; beds are not as comfortable as wood or steel, except for [[jade]]). Such details are available in articles for specific items.&lt;br /&gt;
&lt;br /&gt;
The stuff categories are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stuff category !! Materials&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]y || {{#ask: [[Stuff Category::Leathery]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32; &lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fabric]] || {{#ask: [[Stuff Category::Fabric]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]y || {{#ask: [[Stuff Category::Woody]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32; &lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Metals|Metallic]] || {{#ask: [[Stuff Category::Metallic]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone|Stony]] || {{#ask: [[Stuff Category::Stony]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32;&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{DLC Icons|Bioferrite}} || {{#ask: [[Stuff Category::Bioferrite]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = DLC Icons&lt;br /&gt;
    | link = none&lt;br /&gt;
    | sort = From DLC, Name&lt;br /&gt;
    | sep = ,&amp;amp;#32;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Note that, despite being full categories of their own, currently the only material in the Woody category is [[Wood]] and the only material in the Bioferrite category is [[Bioferrite]]. Notably, [[Bioferrite]] is also in the Metallic category.&lt;br /&gt;
&lt;br /&gt;
== List of stuffable things ==&lt;br /&gt;
{{#ask: [[Stuff Tags::+]] | format = ul | class = ul-column-width-100 | template = DLC Icons | sort = From DLC, Name | link = none | limit = 500}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Stuff system added. Prior to this, objects equivalent to stuffed objects had to be distinctly defined i.e. wood wall and metal wall.&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PlayerZeroFour</name></author>
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