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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shergoidold</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shergoidold"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Shergoidold"/>
	<updated>2026-04-06T04:17:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mastodon&amp;diff=171381</id>
		<title>Mastodon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mastodon&amp;diff=171381"/>
		<updated>2025-10-28T13:23:34Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Mastodon&lt;br /&gt;
| image = Mastodon east.png&lt;br /&gt;
| description = A massive elephant-like mammal. While briefly extinct, the mastodon now roams countless worlds due its resilience to bitter cold. Its thick hide makes excellent cold-weather clothing. However, hunting the animal is a dangerous proposition even for skilled hunters.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 740&lt;br /&gt;
| filth rate = 24&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| combatPower = 330&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 4&lt;br /&gt;
| hungerrate = 1.8&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| woolname = mastodon wool&lt;br /&gt;
| sheartime = 20&lt;br /&gt;
| wool = 200&lt;br /&gt;
| leathername = Mastodon leather&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 14&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| specialtrainables = WarTrumpet&lt;br /&gt;
| juvenileage = 0.3&lt;br /&gt;
| maturityage = 0.666&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 27.5&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = tusk&lt;br /&gt;
| attack2dmg = 27.5&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2.6&lt;br /&gt;
| attack2part = tusk&lt;br /&gt;
| attack3dmg = 18.6&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = left foot&lt;br /&gt;
| attack4dmg = 18.6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right foot&lt;br /&gt;
| attack5dmg = 15.5&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_glacialplain = 0.1&lt;br /&gt;
| livesin_grassland = 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{PAGENAME}} can be sheared for {{Icon Small|Mastodon wool}} {{P|Wool Amount}} [[mastodon wool]] ({{Icon Small|silver|16|{{#expr: {{Q|Mastodon wool|Market Value Base}}*{{P|Wool Amount}}}}}}) every {{P|Shearing Interval Days}} days for {{Ticks|1700}} of work. Note that yield and shearing time are modified by the shearer's [[Animal Gather Yield]] and [[Animal Gather Speed]] respectively. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} are also [[pack animal]]s, and will carry up to 157.5 kg of weight in a [[caravan]]. They can additionally be ridden for up to 130% caravan speed&lt;br /&gt;
&lt;br /&gt;
As their special skill, mastodons can be trained to use the 'War trumpet' ability on command. It has two levels of training.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;War trumpet&amp;quot;&lt;br /&gt;
! War trumpet&amp;lt;br/&amp;gt;[[File:WarTrumpet.png|64px]]&lt;br /&gt;
| ''Release a powerful roar which has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.''&lt;br /&gt;
----&lt;br /&gt;
Applies a namesake hediff on hostile humans, [[insectoids]] and [[drones]]:&lt;br /&gt;
''This creature has been shaken by the powerful roar of a mighty beast.''&lt;br /&gt;
* [[Manipulation]] {{Bad|x85%}}&lt;br /&gt;
* [[Moving]] {{Bad|x75%}}&lt;br /&gt;
* [[Hearing]] {{Bad|x50%}}&lt;br /&gt;
* AoE: 19.9 radius around the caster&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Duration: 20 to 30 seconds&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Chance for each target: 100% at 80% [[Hearing]] - 0% at 0% Hearing&lt;br /&gt;
* Ignores line of sight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mastodons are effectively slightly larger [[Elephant]]s, sharing the same wildness and trainability, with a preference for temperate and colder climates instead of tropical ones. Despite their great tolerance for the cold, their hunger rates mean they do not thrive in such sparsely vegetated regions.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a Mastodon can be trained to perform a 'War trumpet'.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesTusksAndTrunk}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mastodon east.png|Facing east&lt;br /&gt;
Mastodon north.png|Facing north&lt;br /&gt;
Mastodon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Mastodon east.png|Facing east&lt;br /&gt;
Dessicated Mastodon north.png|Facing north&lt;br /&gt;
Dessicated Mastodon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MastodonPack east.png|Packing bags facing east&lt;br /&gt;
MastodonPack north.png|Packing bags facing north&lt;br /&gt;
MastodonPack south.png|Packing bags facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mastodon&amp;diff=171380</id>
		<title>Mastodon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mastodon&amp;diff=171380"/>
		<updated>2025-10-28T13:23:25Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Summary */ Ticks -&amp;gt; Ticks/gametime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Mastodon&lt;br /&gt;
| image = Mastodon east.png&lt;br /&gt;
| description = A massive elephant-like mammal. While briefly extinct, the mastodon now roams countless worlds due its resilience to bitter cold. Its thick hide makes excellent cold-weather clothing. However, hunting the animal is a dangerous proposition even for skilled hunters.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 740&lt;br /&gt;
| filth rate = 24&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| combatPower = 330&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 4&lt;br /&gt;
| hungerrate = 1.8&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| woolname = mastodon wool&lt;br /&gt;
| sheartime = 20&lt;br /&gt;
| wool = 200&lt;br /&gt;
| leathername = Mastodon leather&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 14&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| specialtrainables = WarTrumpet&lt;br /&gt;
| juvenileage = 0.3&lt;br /&gt;
| maturityage = 0.666&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 27.5&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = tusk&lt;br /&gt;
| attack2dmg = 27.5&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2.6&lt;br /&gt;
| attack2part = tusk&lt;br /&gt;
| attack3dmg = 18.6&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = left foot&lt;br /&gt;
| attack4dmg = 18.6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right foot&lt;br /&gt;
| attack5dmg = 15.5&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_glacialplain = 0.1&lt;br /&gt;
| livesin_grassland = 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{PAGENAME}} can be sheared for {{Icon Small|Mastodon wool}} {{P|Wool Amount}} [[mastodon wool]] ({{Icon Small|silver|16|{{#expr: {{Q|Mastodon wool|Market Value Base}}*{{P|Wool Amount}}}}}}) every {{P|Shearing Interval Days}} days for {{Ticks|1700}} of work. Note that yield and shearing time are modified by the shearer's [[Animal Gather Yield]] and [[Animal Gather Speed]] respectively. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} are also [[pack animal]]s, and will carry up to 157.5 kg of weight in a [[caravan]]. They can additionally be ridden for up to 130% caravan speed&lt;br /&gt;
&lt;br /&gt;
As their special skill, mastodons can be trained to use the 'War trumpet' ability on command. It has two levels of training.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;War trumpet&amp;quot;&lt;br /&gt;
! War trumpet&amp;lt;br/&amp;gt;[[File:WarTrumpet.png|64px]]&lt;br /&gt;
| ''Release a powerful roar which has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.''&lt;br /&gt;
----&lt;br /&gt;
Applies a namesake hediff on hostile humans, [[insectoids]] and [[drones]]:&lt;br /&gt;
''This creature has been shaken by the powerful roar of a mighty beast.''&lt;br /&gt;
* [[Manipulation]] {{Bad|x85%}}&lt;br /&gt;
* [[Moving]] {{Bad|x75%}}&lt;br /&gt;
* [[Hearing]] {{Bad|x50%}}&lt;br /&gt;
* AoE: 19.9 radius around the caster&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Duration: 20 to 30 seconds&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}} (3 hours)&lt;br /&gt;
* Chance for each target: 100% at 80% [[Hearing]] - 0% at 0% Hearing&lt;br /&gt;
* Ignores line of sight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mastodons are effectively slightly larger [[Elephant]]s, sharing the same wildness and trainability, with a preference for temperate and colder climates instead of tropical ones. Despite their great tolerance for the cold, their hunger rates mean they do not thrive in such sparsely vegetated regions.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a Mastodon can be trained to perform a 'War trumpet'.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesTusksAndTrunk}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mastodon east.png|Facing east&lt;br /&gt;
Mastodon north.png|Facing north&lt;br /&gt;
Mastodon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated Mastodon east.png|Facing east&lt;br /&gt;
Dessicated Mastodon north.png|Facing north&lt;br /&gt;
Dessicated Mastodon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MastodonPack east.png|Packing bags facing east&lt;br /&gt;
MastodonPack north.png|Packing bags facing north&lt;br /&gt;
MastodonPack south.png|Packing bags facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Elephant&amp;diff=171379</id>
		<title>Elephant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Elephant&amp;diff=171379"/>
		<updated>2025-10-28T13:22:50Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Summary */ Ticks -&amp;gt; Ticks/gametime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
| name = Elephant&lt;br /&gt;
| image = Elephant.png&lt;br /&gt;
| description = The largest unmodified land animal. Elephants have a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.&amp;lt;br&amp;gt;Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.8&lt;br /&gt;
| min comfortable temperature = -12&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 600&lt;br /&gt;
| filth rate = 24&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 260&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 3.6&lt;br /&gt;
| hungerrate = 1.605&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = elephant leather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 13.32&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| juvenileage = 0.3&lt;br /&gt;
| maturityage = 0.666&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| attack1dmg = 25&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = tusk&lt;br /&gt;
| attack2dmg = 25&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2.6&lt;br /&gt;
| attack2part = tusk&lt;br /&gt;
| attack3dmg = 16.9&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 16.9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 14&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_aridshrubland = 0.5&lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Elephants''', called '''elephant calves''' as babies,  are large land [[animals]] often found in {{Habitats}}. They have [[elephant tusk]]s, which they use to fight in melee.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Elephants can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event.&lt;br /&gt;
&lt;br /&gt;
Elephants can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. Elephants purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When an adult elephant is butchered, it yields {{Icon Small|elephant tusk}} 2 [[elephant tusk]]s, unless the tusk body part is damaged.&lt;br /&gt;
&lt;br /&gt;
Elephants can be brought on [[caravan]]s as [[pack animal]]s, they can carry {{P|Pack Capacity}} kg of weight, almost double that of the [[muffalo]]. They can additionally be ridden for up to 130% caravan speed, reached if there is at least 1 elephant per rider.&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
[[Odyssey DLC]] adds the possibility to train elephants to use the 'War trumpet' ability on command as their special skill. It has two levels of training.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;War trumpet&amp;quot;&lt;br /&gt;
! War trumpet&amp;lt;br/&amp;gt;[[File:WarTrumpet.png|64px]]&lt;br /&gt;
| ''Release a powerful roar which has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.''&lt;br /&gt;
----&lt;br /&gt;
Applies a namesake hediff on hostile humans, [[insectoids]] and [[drones]]:&lt;br /&gt;
''This creature has been shaken by the powerful roar of a mighty beast.''&lt;br /&gt;
* [[Manipulation]] {{Bad|x85%}}&lt;br /&gt;
* [[Moving]] {{Bad|x75%}}&lt;br /&gt;
* [[Hearing]] {{Bad|x50%}}&lt;br /&gt;
* AoE: 19.9 radius around the caster&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Duration: 20 to 30 seconds&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Chance for each target: 100% at 80% [[Hearing]] - 0% at 0% Hearing&lt;br /&gt;
* Ignores line of sight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Elephants are difficult to tame and eat a high amount of food, but are very powerful animals. They are in the unique position as the only pack animal that can be trained to haul. They can also be ridden in a caravan for extra speed. As a bonus, elephants are great at combat.&lt;br /&gt;
&lt;br /&gt;
Elephants come in herds; hunting 1 elephant may anger the entire herd. In addition, elephants have 50% manhunter on hunt but 0% manhunter on a failed tame. Even if you want to slaughter elephants, consider taming them first. As a plus side, elephant herds are great to use with a [[psychic animal pulser]] or the [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===As an attack animal===&lt;br /&gt;
Elephants are powerful animals, great for [[Defense tactics#Animal melee blocking|damage soak tactics]]. They have a high health, joint second with [[megasloth]]s, but elephants are much easier to tame. In addition, elephants will never go manhunter on a failed taming attempt. &lt;br /&gt;
&lt;br /&gt;
However, this comes at the cost of a high hunger rate. This is not usually a problem, as elephants reside in tropical biomes, but can be an issue during a [[toxic fallout]] or [[caravan]] trip.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Health Scale !! DPS !! Move Speed !! Hunger rate !! &amp;lt;abbr title=&amp;quot;How often the animal forgets a stage of training in days&amp;quot;&amp;gt;Training Decay&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrumbo]] || {{Q|Thrumbo|Health Scale}} || {{Q|Thrumbo|Mob Average DPS}} || {{Q|Thrumbo|Move Speed Base}} || {{Q|Thrumbo|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Thrumbo|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Megasloth]] || {{Q|Megasloth|Health Scale}} || {{Q|Megasloth|Mob Average DPS}} || {{Q|Megasloth|Move Speed Base}} || {{Q|Megasloth|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Megasloth|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Elephant''' || {{P|Health Scale}} || {{P|Mob Average DPS}} || {{P|Move Speed Base}} || {{P|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Elephant|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros]] || {{Q|Rhinoceros|Health Scale}} || {{Q|Rhinoceros|Mob Average DPS}} || {{Q|Rhinoceros|Move Speed Base}} || {{Q|Rhinoceros|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Rhinoceros|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grizzly bear|Bear]] || {{Q|Grizzly bear|Health Scale}} || {{Q|Grizzly bear|Mob Average DPS}} || {{Q|Grizzly bear|Move Speed Base}} || {{Q|Grizzly bear|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Grizzly bear|Wildness}} round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===As a pack animal===&lt;br /&gt;
Elephants, despite carrying the most out of any [[pack animal]] in the game, are not great pack animals. This is due to their high hunger rate. 1 elephant carries less and eats more than 2 [[muffalo]] or 5 [[alpaca]]. Elephants can be ridden, and the only rideable animal native to the tropics, where their hunger usually isn't an issue. However, any other rideable animal would be better on a caravan (2 [[donkey]]s can carry 2 people, 1 elephant can carry 1 person).&lt;br /&gt;
&lt;br /&gt;
In addition, elephants are the only pack animal that isn't a [[pen animal]]. For the sole purpose of packing goods, this is a downside, as elephants need to be re-trained. On the flip side, this allows elephants to be a pack animal that fights enemies and hauls goods.&lt;br /&gt;
&lt;br /&gt;
===In Odyssey DLC===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Elephant's war trumpet has a weaker effect than thrumbo's roar, but these effects stack together for a more powerful debuff, and it still synergies well with its high health and damage soak tactics.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'War Trumpet'.&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesTusksAndTrunk}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
As both males and females have tusks, this may imply that the elephants in-game are African Elephants as tusks are a sexually dimorphic trait in Asian Elephants.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elephant east.png|Facing east&lt;br /&gt;
Elephant north.png|Facing north&lt;br /&gt;
Elephant south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated elephant east.png|Dessicated facing east&lt;br /&gt;
Dessicated Elephant north.png|Dessicated facing north&lt;br /&gt;
Dessicated Elephant south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ElephantPack east.png|Packing bags facing east&lt;br /&gt;
ElephantPack north.png|Packing bags facing north&lt;br /&gt;
ElephantPack south.png|Packing bags facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow female elephants to drop tusks when butchered. Previously they did not yield tusks despite the texture of female elephants showing tusks, and female elephants' ability to attack with tusks.&lt;br /&gt;
* [[Odyssey DLC]] Release - Added War Trumpet ability.&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Roles&amp;diff=171378</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Roles&amp;diff=171378"/>
		<updated>2025-10-28T13:21:20Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Ticks -&amp;gt;Ticks/gametime for longer times. Ticks applied for short times.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|section=1|reason=1) Needs mechanical detail beyond just what the stats are and the tables cover. Inc but not limited to: Minimum age or lack thereof 2) Ability details}}&lt;br /&gt;
{{See also|Ideoligion}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: '''Leader''' and '''Moral Guide'''. There can be only 1 leader globally, and 1 Moral Guide per ideoligion.&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
When creating an ideoligion, a randomly generated or player specified name is given to the role. For clarity, the wiki uses the generic names of the roles instead as the generated names will not be consistent across playthroughs. Where there are explicit references to the role name, such as in moodlets, the fact that the non-generic name is used will be noted, such as with &amp;quot;&amp;lt;Role Name&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some factors are consistent across all roles.&lt;br /&gt;
* Pawns can only hold one role at a time.&lt;br /&gt;
* All roles lose [[Certainty]] at 50% the normal rate.&lt;br /&gt;
* Roles can have assigned equipment that they will demand when they have the role - Leaders and Moral Guides will get a permanent {{--|4}} &amp;quot;''Want &amp;lt;Role Name&amp;gt; apparel''&amp;quot; mood debuff without it. Due to a bug, none of the specialist roles will have the mood debuff happen. Only New Tribe colonies can select the [[war mask]] and [[tribal headdress]] as apparel options, while only New Arrivals colonies can select the [[slicecap]] and [[beret]] {{RoyaltyIcon}}.&lt;br /&gt;
* A simple ritual is required to assign, remove, or change a role.&lt;br /&gt;
&lt;br /&gt;
Removing a role from a pawn causes a {{--|15}} &amp;quot;''Lost &amp;lt;Role Name&amp;gt; role''&amp;quot; moodlet for 10 days.{{Check Tag|Detail Needed|Does this happen when changing roles and if so, in all instances of role chances. Spec to Spec, Spec to leader, spec to Moral guide, etc.}} This does not happen when changing from a moral guide to leader.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Roles ==&lt;br /&gt;
The leader and moral guide roles are mandatory and cannot be removed. You can have 1 leader across all your colonists, even of different ideoligions. You can have 1 moral guide per ideoligion in your colony, so long as the role is activated.&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
{{Stub|section=1|reason=General, but also &amp;quot;Leader Resentment&amp;quot; thoughts in Thoughts_IdeoRole.xml}}&lt;br /&gt;
[[File:Leader.png|left]]&lt;br /&gt;
A leader who holds the group together and represents your faction in diplomatic interactions.&lt;br /&gt;
&lt;br /&gt;
Will always be restricted to any [[Ideoligion#Supreme gender|Supreme gender]] selected.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Leader abilities share a cooldown of {{Ticks/gametime|600000}}&lt;br /&gt;
&lt;br /&gt;
Leaders receive a flat +2% to [[Trade Price Improvement]] when they act as [[trade]]rs.&lt;br /&gt;
&lt;br /&gt;
Leaders can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[War mask]]&lt;br /&gt;
* [[Slicecap]]&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
* [[Authority cap]]&lt;br /&gt;
* [[Cowboy hat]]&lt;br /&gt;
* [[Tribal headdress]]&lt;br /&gt;
* [[Beret]] {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Leaders have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Leader speech&amp;quot;&lt;br /&gt;
! Leader Speech&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|64px]]&lt;br /&gt;
| A rousing speech intended to improve morale. Colonists will gather, and the leader will speak for a few hours. If all goes well, listeners will feel inspired, and gain respect for the leader. If it goes poorly, the speech will do social damage. || ?&lt;br /&gt;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work Drive&amp;lt;br/&amp;gt;[[File:WorkDrive.png|64px]]&lt;br /&gt;
| Call on a person to work harder for some time. || ''The sense of being called upon by a leader to work harder.''&lt;br /&gt;
* [[Global Work Speed]] +50% for 3 days on another single colonist or slave.&lt;br /&gt;
* AoE: another target colonist or slave.&lt;br /&gt;
* Duration: {{Ticks/gametime|180,000}}&lt;br /&gt;
** Work drive: Tripled increases the duration to 9 days.&lt;br /&gt;
* The leader can use this ability even if he is unable to speak.&lt;br /&gt;
|- id=&amp;quot;Combat command&amp;quot;&lt;br /&gt;
! Combat Command&amp;lt;br/&amp;gt;[[File:CombatCommand.png|64px]]&lt;br /&gt;
| Create an aura that boosts the combat skills of everyone nearby. The effect lasts 24 hours and remains attached to the leader for the duration. || ''Combat abilities are boosted thanks to being near someone who is using the combat command ability.''&lt;br /&gt;
* [[Shooting Accuracy]] +3&lt;br /&gt;
* [[Melee Hit Chance]] +3&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius&lt;br /&gt;
* The leader can use this ability even if he is unable to speak.&lt;br /&gt;
|- id=&amp;quot;Trial&amp;quot;&lt;br /&gt;
! Trial&amp;lt;br/&amp;gt;[[File:Trial.png|64px]]&lt;br /&gt;
| A trial over some heinous accusation. The initiator will accuse someone of terrible wrongdoing and gather people for a trial. Spectators will listen as the accuser and accused argue back and forth, then decide if the accusation is true. If the accused is convicted, you can freely banish, arrest or execute them and nobody will mind. The chance of a conviction depends on the social abilities of the accused and accuser, and the number of spectators.|| If successful, you are allowed to execute, banish, or arrest a person without social consequences.&lt;br /&gt;
* The leader must be able to speak to use this ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Moral guide ===&lt;br /&gt;
{{Stub|section=1|reason=More ability details}}&lt;br /&gt;
[[File:MoralGuide.png|left]]&lt;br /&gt;
A moral/spiritual leader who heads rituals and personally counsels believers.&lt;br /&gt;
&lt;br /&gt;
It requires at least 3 colonists with the same ideoligion to activate: [[Slave]]s, [[prisoners]], and quest lodgers do not count. Activation allows the moral guide role to be assigned, but pawns with that ideology receive {{--|5}} &amp;quot;''No &amp;lt;Role Name&amp;gt;''&amp;quot; when the role is unfilled. This requirement persists, even if follower count diminishes, until there's only 1 pawn of that ideoligion left. There is a short grace period when starting the game before the [[mood]]let is applied.&lt;br /&gt;
&lt;br /&gt;
Unlike Leaders, Moral Guides are '''not''' restricted to any Supreme gender selected, the game could randomly add this restriction, but the player could choose the desired option by regenerating the role.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
Moral Guides can select between these apparels as assigned equipment:&lt;br /&gt;
* [[Cape]]&lt;br /&gt;
* [[Veil]]&lt;br /&gt;
* [[Hood]]&lt;br /&gt;
* [[Headwrap]]&lt;br /&gt;
* [[Broadwrap]]&lt;br /&gt;
* [[Burka]]&lt;br /&gt;
* [[Tribal headdress]], only for tribal factions&lt;br /&gt;
* [[War mask]], only for tribal factions&lt;br /&gt;
* [[Slicecap]], requires Transhumanist meme&lt;br /&gt;
* [[Visage mask]]&lt;br /&gt;
&lt;br /&gt;
Moral guides have [[expectations]] that are two levels higher than normal. &lt;br /&gt;
&lt;br /&gt;
Moral guides get a 2x multiplier to the efficacy of their [[Conversion]] attempts.&lt;br /&gt;
&lt;br /&gt;
Moral guide abilities share a cooldown of {{Ticks/gametime|180000}}.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Ability Desc || Ability Effect&lt;br /&gt;
|- id=&amp;quot;Convert&amp;quot;&lt;br /&gt;
! Convert&amp;lt;br/&amp;gt;[[File:Convert.png|64px]]&lt;br /&gt;
| Attempt to convert someone to the speaker's ideoligion. This will reduce the target's certainty in their own beliefs. The certainty reduction depends on the speaker's negotiation ability. || &lt;br /&gt;
Choose a target who does not share the moral guide's ideoligion. The moral guide will walk over to him and preach for a while.&lt;br /&gt;
* The target's [[Certainty]] is reduced by a certain amount, taking into account things like the moral guide's [[Conversion Power]] and the target's [[Global Certainty Loss Factor]] (see [[Conversion]] for details).&lt;br /&gt;
* If the ability would bring the target's Certainty to 0 or below, he is converted to the moral guide's ideoligion.&lt;br /&gt;
|- id=&amp;quot;Conversion ritual&amp;quot;&lt;br /&gt;
! Conversion Ritual&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|64px]]&lt;br /&gt;
| Try to persuade someone into joining your ideoligion. If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. || Perform a [[Rituals|Conversion ritual]] on a target who does not share the moral guide's ideoligion.&lt;br /&gt;
* The Conversion ritual can only be started if the Convert ability is not on cooldown.&lt;br /&gt;
* Depending on the outcome, the target may gain or lose [[Certainty]]. If a loss would bring his certainty to 0 or below, he is converted to the moral guide's ideoligion.&lt;br /&gt;
* The ritual, unlike the Convert ability, is not affected by [[Conversion Power]] or [[Global Certainty Loss Factor]]. Instead, the moral guide's [[Social Impact]] and convertee's [[expectations]], as well as the participant count and room [[impressiveness]],  determine the outcome.&lt;br /&gt;
* Cooldown: The ritual has a reduced quality if repeated within 20 days. In addition, performing the ritual triggers the 3 day cooldown of the Convert ability.&lt;br /&gt;
|- id=&amp;quot;Counsel&amp;quot;&lt;br /&gt;
! Counsel&amp;lt;br/&amp;gt;[[File:Counsel.png|64px]]&lt;br /&gt;
| Offer counsel to a person to cancel the effects of a sad memory. The chance of success depends on the speaker's social skills and their relationship with the listener. || ?&lt;br /&gt;
|- id=&amp;quot;Reassure&amp;quot;&lt;br /&gt;
! Reassure&amp;lt;br/&amp;gt;[[File:Reassure.png|64px]]&lt;br /&gt;
| Increase someone's certainty in their own beliefs. The regained certainty is based on the speaker's negotiation ability. || ?&lt;br /&gt;
|- id=&amp;quot;Preach health&amp;quot;&lt;br /&gt;
! Preach Health&amp;lt;br/&amp;gt;[[File:PreachHealth.png|64px]]&lt;br /&gt;
| Preach moral strength to a sick or wounded person through the concepts of your ideology. This will improve their rate of wound healing and immunity gain. || ''This person's will to survive was reinforced by a talk with a moral guide of their ideoligion. That moral certainty has improved their healing and immunization gain rates.''&lt;br /&gt;
* [[Immunity Gain Speed]] {{+|25%}}&lt;br /&gt;
* [[Injury Healing Factor]] {{+|25%}}&lt;br /&gt;
* AoE: 1 target, touch range&lt;br /&gt;
* Cast time: 12s&lt;br /&gt;
* Duration: {{Ticks/gametime|60,000}}&lt;br /&gt;
Can only be used on pawns who share the moral guide's ideoligion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Specialists ==&lt;br /&gt;
Specialists are roles that focus on a specific type of task in detriment of all others. Each role requires a minimum skill of 6 in the relevant area of expertise and the ability to perform activities relevant to the role. In exchange of large bonus and a special ability related to the selected area, one or more work types are disabled.&lt;br /&gt;
&lt;br /&gt;
Between zero and two specialist types may be selected, but any number of pawns can be assigned that role. I.e. you cannot have a shooting specialist, an animals specialist, and a medical specialist, but you can have 20 pawns assigned be shooting specialists. Limits are per ideoligion only - multiple ideoligions in a single colony can allow more access to specialist types. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Name !! Description !! Required Memes !! Pawn requirements !! Bonuses !! Disabled Work Types !! Ability !! Ability Description !! Ability Effect&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! Shooting Specialist&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png]]&lt;br /&gt;
| A special ideoligious status focusing on ranged combat to the exclusion of all else. This specialized role gives increased accuracy and the ability to boost the shooting abilities of nearby allies. Holders of this role will refuse to do many kinds of non-shooting-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Shooting|Shooting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Shooting&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Shooting Accuracy]] +7&lt;br /&gt;
* [[Aiming Time]] -50%&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Marksman Command&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|64px]]&lt;br /&gt;
| Call out shots and boost the shooting skills of everyone nearby. The effect remains attached to the caster for 24 hours. Cooldown of 3 days. || ''Someone is using the marksman command ability nearby, boosting this person's shooting abilities.''&lt;br /&gt;
* [[Shooting Accuracy]] +4&lt;br /&gt;
* [[Aiming Time]] -40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! Animals Specialist&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png]]&lt;br /&gt;
| A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Animal personhood]]&lt;br /&gt;
* [[Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Animals|Animals skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Animals&lt;br /&gt;
|&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Train Animal Chance]]&lt;br /&gt;
* 0.2x Animal revenge chance{{Check Tag|Hunt?|Report that this applies to both hunting revenge and tame fail - Confirm and state explictly}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
! Animal Calm&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|64px]]&lt;br /&gt;
| Use unique methods of connecting with animals to calm a maddened beast. ||&lt;br /&gt;
* Hold animal stunned while casting, calms hostile animals if successful.&lt;br /&gt;
* Casting time: {{Ticks|90}}&lt;br /&gt;
* AoE: Single target? Touch range.&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png]]&lt;br /&gt;
| A special ideoligious status focusing on medicine to the exclusion of all else. This specialized role gives improved surgery and tending efficiency, and the ability to boost the medical abilities of nearby allies. Believers who receive care from one of this role will be happy about it. Holders of this role will refuse to do any kind of violence, and won't perform some non-medical tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Medical|Medical skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Caring&lt;br /&gt;
|&lt;br /&gt;
* 1.5x [[Medical Tend Quality]]&lt;br /&gt;
* 1.5x [[Medical Operation Speed]]&lt;br /&gt;
* 1.5x [[Medical Surgery Success Chance]]&lt;br /&gt;
* Mood buff to pawns treated by this specialist&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
! Immunity Drive&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|64px]]&lt;br /&gt;
| Offer moral support that energizes the body, boosting someone's immunity gain for one day. || ''&amp;quot;This person has received moral support of an ideoligious nature. Their mental certainty has energized their body and boosted their immune system.&amp;quot;''&lt;br /&gt;
* 2x [[Immunity Gain Speed]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png]]&lt;br /&gt;
| A special ideoligious status focusing on melee combat to the exclusion of all else. This specialized role gives increased dodge and hit chance in melee combat and the ability to enter a short-term berserk trance. Holders of this role will refuse to do many kinds of non-melee-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Melee|Melee skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Violent&lt;br /&gt;
|&lt;br /&gt;
* [[Melee Hit Chance]] {{+|7}}&lt;br /&gt;
* [[Melee Dodge Chance]] {{+|7}}&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
! Berserk Trance&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|64px]]&lt;br /&gt;
| The caster fills himself with anger over ideological grievances. This strengthens the body past normal limits, but also means losing control and attacking every enemy nearby in an unstoppable rage. The berserk state will last for 3 hours. || ''&amp;quot;Driven by fierce moral certainty and stories of ideoligious grievance, this person has driven him or herself into a rage. Every muscle is at peak performance, but it's hard to shut down the anger.&amp;quot;''&lt;br /&gt;
* [[Melee Hit Chance]] +8&lt;br /&gt;
* [[Melee Dodge Chance]] +8&lt;br /&gt;
* 0.1x [[Pain]]&lt;br /&gt;
* Puts user in Berserk Trance mental state (Unknown effects)&lt;br /&gt;
* Casting time: {{Ticks|90}}&lt;br /&gt;
* AoE: Self&lt;br /&gt;
* Duration: {{Ticks/gametime|7500}} or until [[Downed]]&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! Mining Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMining.png]]&lt;br /&gt;
| A special ideoligious status focusing on mining to the exclusion of all else. This specialized role gives increased mining speed, and the ability to boost the mining speed of nearby allies. Holders of this role will refuse to do some non-mining work.&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Mining|Mining skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Mining&lt;br /&gt;
|&lt;br /&gt;
* [[Mining Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
! Mining Command&amp;lt;br/&amp;gt;[[File:MiningCommand.png|64px]]&lt;br /&gt;
| Offer guidance on mining techniques, boosting the mining speed for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's mining speed is boosted thanks to being near someone who is using the mining command ability.&amp;quot;'''&lt;br /&gt;
* [[Mining Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! Plants Specialist&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png]]&lt;br /&gt;
| A special ideoligious status focusing on planting to the exclusion of all else. This specialized role gives increased sowing and harvesting efficiency, and the ability to boost the farming speed of nearby allies. Holders of this role will refuse to perform some non-plants-related work.&lt;br /&gt;
|&lt;br /&gt;
* [[High life]]&lt;br /&gt;
* [[Nature primacy]]&lt;br /&gt;
* [[Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Plants|Plants skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Plantwork&lt;br /&gt;
|&lt;br /&gt;
* [[Plant Work Speed]] +70%&lt;br /&gt;
* [[Plant Harvest Yield]] +30%&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
! Farming Command&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|64px]]&lt;br /&gt;
| Offer guidance on farming techniques, boosting the farming abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's farming abilities are boosted thanks to being near someone who is using the farming command ability.&amp;quot;'''&lt;br /&gt;
* [[Plant Work Speed]] +40%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! Production Specialist&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png]]&lt;br /&gt;
| A special ideoligious status focusing on crafting and construction to the exclusion of all else. This specialized role gives increased crafting and construction efficiency, and the ability to boost the production abilities of nearby allies. Holders of this role will refuse to do some non-production work.&lt;br /&gt;
|&lt;br /&gt;
* [[Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Construction|Construction skill]] ≥ 6 OR [[Skills#Crafting|Crafting skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Construction OR&lt;br /&gt;
** Crafting&lt;br /&gt;
|&lt;br /&gt;
* [[Construction Speed]] +50%&lt;br /&gt;
* [[General Labor Speed]] +50%&lt;br /&gt;
* [[Quality]] +1 level{{Ref label|Quality|1}}&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Production Command&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|64px]]&lt;br /&gt;
| Offer guidance on construction techniques, boosting construction and crafting abilities for everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's construction and crafting speeds are boosted thanks to being near someone who is using the production command ability.&amp;quot;''&lt;br /&gt;
* [[Construction Speed]] +40%&lt;br /&gt;
* [[General Labor Speed]] +20%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! Research Specialist&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png]]&lt;br /&gt;
| A special ideoligious status focusing on research to the exclusion of all else. This specialized role gives increased research and hacking speed, and the ability to boost research abilities of nearby allies. Holders of this role will refuse to perform some non-research tasks.&lt;br /&gt;
|&lt;br /&gt;
* [[Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Skills#Intellectual|Intellectual skill]] ≥ 6&lt;br /&gt;
* Capable of:&lt;br /&gt;
** Intellectual&lt;br /&gt;
|&lt;br /&gt;
* [[Research Speed]] +70%&lt;br /&gt;
* [[Hacking Speed]] +70%&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
! Research Command&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|64px]]&lt;br /&gt;
| Provide suggestions and mental support, boosting the research speed of everyone nearby. The effect remains attached to the caster for 24 hours. || ''&amp;quot;This person's research speed is boosted because they are near someone who is using the research command ability.&amp;quot;''&lt;br /&gt;
* [[Research Speed]] +30%&lt;br /&gt;
* AoE: 9.9 tile radius aura centered on Caster&lt;br /&gt;
* Duration:&lt;br /&gt;
** Aura: {{Ticks/gametime|60,000}}&lt;br /&gt;
** Effect: While in aura radius{{Ref label|SpecialistCommandEffectOnCaster|2}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Quality|1}} This affects the quality of every item the pawn creates, including [[sculptures|Art]], despite the tooltip only listing Crafting and Construction.&lt;br /&gt;
:{{note|SpecialistCommandEffectOnCaster|2}} The caster won't benefit from their own ability, but will benefit from the same ability from a different caster. Doesn't stack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo&amp;diff=171377</id>
		<title>Alpha thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo&amp;diff=171377"/>
		<updated>2025-10-28T13:10:54Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Terror roar */ Ticks-&amp;gt;Ticks/gametime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Analysis, extend summary}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Alpha thrumbo&lt;br /&gt;
| image = AlphaThrumbo east.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. Alpha thrumbos are even rarer and more dangerous than the typical thrumbo. Their hide is nearly impossible to pierce and their razor-sharp horn is worth more than its weight in gold. &amp;lt;br&amp;gt; Alpha thrumbos are some of the longest-lived moving creatures in the known universe. Some tribes believe they remember and psychically pass on everything they ever experience to their young, so each one has a memory going back thousands of years.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 6&lt;br /&gt;
| armorblunt = 60&lt;br /&gt;
| armorsharp = 80&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 7000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 2&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 800&lt;br /&gt;
| bodysize = 5&lt;br /&gt;
| healthscale = 12&lt;br /&gt;
| hungerrate = 1.75&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = Thrumbomane&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| lifespan = 500&lt;br /&gt;
| specialtrainables = TerrorRoar&lt;br /&gt;
| juvenileage = 0.75&lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
| tradeTags = AnimalExotic&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 34&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = horn&lt;br /&gt;
| attack2dmg = 34&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = horn&lt;br /&gt;
| attack3dmg = 42&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 28&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2.6&lt;br /&gt;
| attack4part = left foot&lt;br /&gt;
| attack5dmg = 28&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2.6&lt;br /&gt;
| attack5part = right foot&lt;br /&gt;
| attack6dmg = 26&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
An '''alpha thrumbo''', called an '''alpha thrumbo calf''' as a baby, is a powerful [[animal]] added by the [[Odyssey DLC]]. As the name implies, it is a rarer, more powerful version of the [[thrumbo]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A 'Population Map: Thrumbos' can be obtained through a quest. Upon reading the map a new quest location will be discovered. This quest does have a 30 day timer, so you may want to hold on to the map until you're ready for a long journey, as the quest location can be over 70 tiles away.&lt;br /&gt;
&lt;br /&gt;
The quest tile will have an Alphathrumbo, accompanied by a few regular thrumbo.&lt;br /&gt;
&lt;br /&gt;
Female alpha thrumbos will also mate with male thrumbos and give birth to alpha thrumbos, making taming a breeding pair very valuable for both profit and combat.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When an adult alpha thrumbo is butchered, it yields {{Icon Small|alpha thrumbo horn||1}} [[alpha thrumbo horn]], unless the horn body part is damaged.&lt;br /&gt;
&lt;br /&gt;
Uniquely, [[thrumbo]]s can crossbreed with alpha thrumbos, with the resultant child being the same race as the mother - i.e. an alpha thrumbo mother will always produce alpha thrumbo children, and a thrumbo mother will always produce thrumbo children, regardless of the race of the father. Both species can breed with their own kind as normal.&lt;br /&gt;
&lt;br /&gt;
=== Terror roar ===&lt;br /&gt;
{{Image wanted|reason=Roar sound}}&lt;br /&gt;
Alpha thrumbos can be trained to use the 'Terror roar' ability on command as their special skill. It has two levels of training. Wild alpha thrumbos will roar as soon as they are angered.&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Ability !! Description &lt;br /&gt;
|- id=&amp;quot;Terror roar&amp;quot;&lt;br /&gt;
! Terror roar&amp;lt;br/&amp;gt;[[File:TerrorRoar.png|64px]]&lt;br /&gt;
| ''Release a terrifying roar which has a chance to send nearby hostile humans and animals fleeing in terror.''&lt;br /&gt;
----&lt;br /&gt;
Applies a &amp;quot;Fleeing in terror&amp;quot; mental state on hostile humans, [[insectoids]] and [[drones]] causing them to &lt;br /&gt;
cower away from enemies:&lt;br /&gt;
* AoE: 23.9 tile radius area centered on the caster.&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Duration: {{Ticks|600}}&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Chance per target: 75% at 100% [[Hearing]] - 0% at 0% Hearing&lt;br /&gt;
* Ignores line of sight.&lt;br /&gt;
* The duration does not stack nor refresh with multiple uses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Terror roar': “Command the alpha thrumbo to release a deafening roar. This has a chance to send nearby hostile humans and animals fleeing in terror.”&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AlphaThrumbo east.png|Facing east&lt;br /&gt;
AlphaThrumbo north.png|Facing north &lt;br /&gt;
AlphaThrumbo south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated AlphaThrumbo east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated AlphaThrumbo north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated AlphaThrumbo south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=171376</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=171376"/>
		<updated>2025-10-28T13:09:40Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Summary */ Ticks -&amp;gt; Ticks/gametime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the rarer variant from the [[Odyssey DLC]]|Alpha thrumbo}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| name = Thrumbo&lt;br /&gt;
| image = Thrumbo.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br/&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 60&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 4000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 1.6&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 8&lt;br /&gt;
| hungerrate = 1.75&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = thrumbofur&lt;br /&gt;
| wildness = 0.98&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 220&lt;br /&gt;
| juvenileage = 0.75&lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
| tradeTags = AnimalExotic&lt;br /&gt;
| attack1dmg = 23&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = horn&lt;br /&gt;
| attack2dmg = 23&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = horn&lt;br /&gt;
| attack3dmg = 28&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 19&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front left leg&lt;br /&gt;
| attack5dmg = 19&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 17&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''', called '''thrumbo calves''' as babies, are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events/Incidental#Rare thrumbos|event]]. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} or [[harbinger tree]]s.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough.&lt;br /&gt;
&lt;br /&gt;
Uniquely, thrumbos can crossbreed with [[alpha thrumbo]]s,{{OdysseyIcon}} with the resultant child being the same race as the mother - i.e. an alpha thrumbo mother will always produce alpha thrumbo children, and a thrumbo mother will always produce thrumbo children, regardless of the race of the father. Both species can breed with their own kind as normal.&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
[[Odyssey DLC]] adds the possibility to train thrumbos to use the 'Thrumbo roar' ability on command as their special skill. It has two levels of training.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}} style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
! Ability !! Description&lt;br /&gt;
|- id=&amp;quot;Thrumbo roar&amp;quot;&lt;br /&gt;
! Thrumbo roar&amp;lt;br/&amp;gt;[[File:WarTrumpet.png|64px]]&lt;br /&gt;
| ''Release a powerful roar which has a chance to cause hostile humans and animals to tremble in fear, reducing their movement speed and manipulation.''&lt;br /&gt;
----&lt;br /&gt;
Applies a namesake hediff on hostile humans, [[insectoids]] and [[drones]]:&lt;br /&gt;
''This creature has been shaken by the powerful roar of a thrumbo.''&lt;br /&gt;
* [[Consciousness]] {{Bad|x90%}}&lt;br /&gt;
* [[Manipulation]] {{Bad|x80%}}&lt;br /&gt;
* [[Moving]] {{Bad|x70%}}&lt;br /&gt;
* [[Hearing]] {{Bad|x25%}}&lt;br /&gt;
* AoE: 23.9 radius around the caster&lt;br /&gt;
* Warmup: {{Ticks|30}}&lt;br /&gt;
* Duration: 20 to 30 seconds&lt;br /&gt;
* Cooldown: {{Ticks/gametime|7500}}&lt;br /&gt;
* Chance for each target: 100% at 80% [[Hearing]] - 0% at 0% hearing&lt;br /&gt;
* Ignores line of sight.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{rewrite| reason= Missing thrumbo roar analysis. Current analysis is almost only hunting tactics, which could be summarized or put into a collapsible section. The analysis section could also use some commentary on ranching the animal for resources}} &lt;br /&gt;
=== Hunting tactics ===&lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, with the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a lot of silver, and very protective. A thrumbofur duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.&lt;br /&gt;
&lt;br /&gt;
==== Bloodless methods ====&lt;br /&gt;
While a number of hunting strategies are viable, any combat injury suffered by the thrumbo causes its leather and meat yield to drop by a third. Since thrumbofur is a precious resource, far more useful than its meat or horn, there's no reason to hunt thrumbos if you have other means to down it. The use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:&lt;br /&gt;
&lt;br /&gt;
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos. &lt;br /&gt;
* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.&lt;br /&gt;
* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.&lt;br /&gt;
** This is enough to create {{#vardefineecho: tempNumDusters|{{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}}}x dusters, worth {{Icon Small|Silver||{{#expr:{{#var: tempNumDusters}}*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].&lt;br /&gt;
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice and depending on the skills of the colonists, the exact numbers can vary by a lot. That said, realistically it is always in favor of using lances. &lt;br /&gt;
&lt;br /&gt;
An alternative is [[beer]] - the basic idea is simple. When denied other food sources, animals will seek out any available food to consume. Beer counts as a food item and 35 [[beer]]s is sufficient to get a thrumbo blackout drunk. Once its unconscious, you can then assign a colonist to hunt, netting you a free, undamaged thrumbo corpse. Either you can rely on winter, biome, or deforestation to deny other food sources and allow for luring thrumbos for anywhere on the map, or you can simply wall them into an area where they are and place the beer inside. Even wooden walls will do. &lt;br /&gt;
&lt;br /&gt;
==== Just shooting it ====&lt;br /&gt;
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out! &lt;br /&gt;
&lt;br /&gt;
[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them. &lt;br /&gt;
&lt;br /&gt;
The [[Burden]] or [[Stun]] [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.&lt;br /&gt;
&lt;br /&gt;
* '''Yttakin Warcall'''&lt;br /&gt;
Using a [[yttakin]]{{BiotechIcon}} colonist's Animal Warcall ability will berserk the thrumbo against all enemy factions, but this will also ally it to your faction. This allows you to simply walk up and attack it consequence-free.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting'''&lt;br /&gt;
Use a fast colonist (at least 120% [[Moving]]; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead. If your first strike is powerful enough, you can slow the thrumbo enough to not need moving increases,&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo''' &lt;br /&gt;
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).&lt;br /&gt;
&lt;br /&gt;
* '''Sniper''' &lt;br /&gt;
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.&lt;br /&gt;
&lt;br /&gt;
* '''Opportunistic Hunting''' &lt;br /&gt;
Because thrumbos have exceptionally long lifespans, it's not uncommon for them to appear with age-related health conditions or old scars. Check the health tab of the thrumbo before hunting, it may be significantly slower or weaker than it appears, allowing for some use of the above tactics that otherwise your colony might not have been capable of (eg kiting with a [[dirtmole]]{{BiotechIcon}} colony).&lt;br /&gt;
&lt;br /&gt;
==== Let other people do it ====&lt;br /&gt;
Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your &amp;quot;friends&amp;quot; will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.&lt;br /&gt;
&lt;br /&gt;
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will usually have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The [[berserk (psycast)|berserk]], [[berserk pulse]], and [[manhunter pulse]] [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies. &lt;br /&gt;
&lt;br /&gt;
==== Static defenses ====&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Thrumbos' 98% [[wildness]] makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a [[Cryptosleep casket]] you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.&lt;br /&gt;
&lt;br /&gt;
Being one of the few non-pen herbivores, successfully tamed thrumbos are pretty low-maintenance. They are also at no risk of predation. But they don't have much non-combat use outside of hauling. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a first line of defense against an infestation or mechanoid drop. Even untrained thrumbos can be zoned to the exact position like drafted human.&lt;br /&gt;
&lt;br /&gt;
Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one-shotting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Since even a brain-damaged thrumbo can reproduce normally and tank roughly the same amount of damage in the future, they can take a lot more damage than their HP would suggest. Just don't send a pregnant thrumbo into combat though.&lt;br /&gt;
&lt;br /&gt;
Although quite difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially unlimited source of their valuable fur and horns. However their long gestation and growth period makes this more time intensive than other animals.&lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
=== Tending and bonding ===&lt;br /&gt;
If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.&lt;br /&gt;
&lt;br /&gt;
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Thrumbo roar'.&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thrumbo east.png|Facing east&lt;br /&gt;
Thrumbo north.png|Facing north&lt;br /&gt;
Thrumbo south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated thrumbo east.png|Dessicated facing east&lt;br /&gt;
Dessicated Thrumbo north.png|Dessicated facing north&lt;br /&gt;
Dessicated Thrumbo south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Thrumbo has the highest wildness (98.5%), highest mass (tied with the [[megasloth]] and [[elephant]] at 240), highest market value (4,000), highest combat power (500),  highest “juvenile” (45) and “maturity” (79.92) ages, longest life expectancy (220 years), longest gestation period (20) highest cold tolerance (-65 C), highest meat (560) and leather (160) yields, and highest required handling skill (10, tied with the megasloth) of all animals in RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Manhunter_pack.png&amp;diff=171195</id>
		<title>File:Manhunter pack.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Manhunter_pack.png&amp;diff=171195"/>
		<updated>2025-10-28T02:09:06Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason = Picture with up to date graphics and meeting screenshot standards}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[Events]]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=171194</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=171194"/>
		<updated>2025-10-28T02:05:46Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Crashed ship part */ Updated as part of the Crashed ship parts page split&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Ideology events. Recover lost content from major rewrite OR revert to prior to rewrite}}&lt;br /&gt;
{{For|a guide to survive events|Events Guide}}&lt;br /&gt;
'''Events''' are driven by the currently selected [[AI Storytellers|AI storyteller]].&lt;br /&gt;
&lt;br /&gt;
Most events that occur create a [[Menu#Letters|Letter]], an envelope icon on the right side of the screen. Other events will pause the game and pop up a window where the player must make a choice. Usually, the color of the envelope will suggest the severity of the event; blue envelopes are good events, grey is neutral, yellow is bad, and red denotes direct threats.&lt;br /&gt;
&lt;br /&gt;
Many event titles are variable. They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
There are special kinds of events called [[Quests]] that work under different rules.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Event List &amp;lt;span class=&amp;quot;mw-EventList_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; == &lt;br /&gt;
For ease of navigation, events are subdivided into 3 groups: Storyteller events, Incidental events, and World events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-EventList_collapsible&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storyteller events ===&lt;br /&gt;
These events are controlled by the selected [[storyteller]]. Major and Weather events require at least the Builder [[difficulty]] to be able to trigger.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats mw-customtoggle-XWeather mw-customtoggle-RandomGood mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Click Here to Open/Close Storyteller categories}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Storyteller events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Category !! Location !! Favorability !! Duration !! Cooldown&amp;lt;br/&amp;gt; (days) !! Mood &amp;lt;br/&amp;gt;Related !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Enemy_attack|Enemy attack]] || Major || Colony Map ||  ||  ||  || {{Cross}} || Also called &amp;quot;raids&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Infestation|Infestation]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || The event &amp;quot;Too Deep: Infestation&amp;quot; is unrelated.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wastepack_infestation|Wastepack infestations]] || Major || Colony Map ||  || Until destruction ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Can also be triggered by destroyed Toxic Wastepacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Manhunter_pack|Manhunter pack]] || Major || Colony Map ||  || 24-54 hours, or until destruction ||  || {{Cross}} || Animals are infected with scaria&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_wave|Psychic wave]] || Major || Colony Map ||  || Until affected animals are incapacitated or die ||  || {{Cross}} || There's a variant that affects a single animal, which is not considered a major threat. &lt;br /&gt;
|-&lt;br /&gt;
| [[#Crashed_ship_part|Crashed ship part]] || Major || Colony Map ||  || Until destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 2 variants: Defoliator ship and Psychic ship. Only the latter affects mood.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mech_cluster|Mech cluster]] || Major || Colony Map ||  || Until Destruction ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Can also be generated by Quests.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Problem_causer|Problem causer]] || Major || World ||  || Until Destruction ||  || {{Check}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Requires [[Royalty]] {{RoyaltyIcon}}. 9 variants&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flashstorm|Flashstorm]] || Weather || Colony Map ||  || 0.075 - 0.1 days || {{Center|15}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Toxic_fallout|Toxic fallout]] || Weather || Colony Map ||  || 2.5 - 10.5 days || {{Center|90}} || {{Check}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[Insectoids]]/[[Mechanoids]] are immune.&lt;br /&gt;
|-&lt;br /&gt;
| [[#Volcanic_winter|Volcanic winter]] || Weather || Colony Map ||  || 7.5 - 40 days || {{Center|140}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambrosia_sprout|Ambrosia sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Limited to 6 biomes: [[Tropical rainforest]]/[https://rimworldwiki.com/wiki/Biomes#Tropical_swamp swamp], [[Temperate forest]]/[https://rimworldwiki.com/wiki/Biomes#Temperate_swamp swamp], [[Boreal forest]], [[Arid shrubland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Animals_join|Animals join]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Animal_self-tamed|Animal self-tamed]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Aurora|Aurora]] || Random || Colony Map || Good || 0.125 - 0.35 days ||  || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Cargo_pods|Cargo pods]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Herd_migration:_.28Animal.29|Herd migration: (Animal)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Only happens on 5 biomes: [[Sea ice]], [[Ice sheet]], [[Tundra]], [[Desert]], [[Extreme desert]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Party|Party]] || Random || Colony Map || Good ||  ||  || {{Check}} || Requires a [[party spot]] or any gathering spot&lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_soothe|Psychic soothe]] || Random || Colony Map || Good ||  || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader type.29|(Trader type)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Orbital Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#.28Trader_type.29_from_.28Faction.29|(Trader type) from (Faction)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Land Trader&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash|Transport pod crash]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Paralytic_abasia| Paralytic abasia]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Baby|Baby]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}. Variant of &amp;quot;Transport pod crash&amp;quot; event&lt;br /&gt;
|-&lt;br /&gt;
| [[#Wanderer_joins|Wanderer joins]] || Random || Colony Map || Good || 24 hours ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Wild_.28wo.29man_wanders_in|Wild (wo)man wanders in]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Traveler_Visit|Traveler Visit]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Visitor.28s.29|Visitor(s)]] || Random || Colony Map || Good ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Royal_Tribute_Collector|Royal Tribute Collector]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gauranlen_pod_sprout|Gauranlen pod sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Ideology]] {{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Polux_tree_sprout|Polux tree sprout]] || Random || Colony Map || Good ||  ||  || {{Cross}} || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Beavers!|Beavers!]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Blight|Blight]] || Random || Colony Map || Bad ||  || {{Center|30}} || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Eclipse|Eclipse]] || Random || Colony Map || Bad || 0.75 - 1.25 days || {{Center|15}} || {{Check}} || Only affects mood with the Precept{{IdeologyIcon}} [[Ideoligion#Meme-specific|Eclipse]]&lt;br /&gt;
|-&lt;br /&gt;
| [[#Heat_wave|Heat wave]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature above {{Temperature|20}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Cold_snap|Cold snap]] || Random || Colony Map || Bad || 1.5 - 3.5 days || {{Center|30}} || {{Cross}} || It requires a summer temperature between {{Temperature|0|15}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Mad_animal|Mad animal]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Psychic_drone|Psychic drone]] || Random || Colony Map || Bad || 0.75 - 1.75 days || {{Center|15}} || {{Check}} || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Solar_flare|Solar flare]] || Random || Colony Map || Bad || 0.15 - 0.5 days ||  || {{Cross}} || Incompatible with Unnatural Darkness ([[Anomaly]] {{AnomalyIcon}})&lt;br /&gt;
|-&lt;br /&gt;
| [[#Zzztt...|Zzztt...]] || Random || Colony Map || Bad ||  || {{Center|8}} || {{Cross}} || Cooldown does not apply to Short-circuits caused by snow/rain,&lt;br /&gt;
|-&lt;br /&gt;
| [[#Transport_pod_crash_.28Ghoul.29|Transport pod crash (Ghoul)]] || Random || Colony Map || Bad ||  ||  || {{Cross}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[#Gray_pall|Gray pall]] || Random || Colony Map || Bad ||  ||  || {{Check}} || Requires [[Anomaly]] {{AnomalyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
1: Only one variant affects mood&lt;br /&gt;
&lt;br /&gt;
2: Only while outside&lt;br /&gt;
&lt;br /&gt;
=== Incidental events ===&lt;br /&gt;
:{{For|a detailled list of these events|Events/Incidental}}&lt;br /&gt;
Rather than being triggered by [[AI Storytellers|storytellers]], these events come from various other mechanics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Incidental events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Friendlies|Friendlies]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Masterwork]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Masterwork|Legendary work]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Man_in_Black|Man in Black ]] || Good || Colony Map || Has a year (60 days) of cooldown.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_recruit|New recruit]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Meteorite|Meteorite]] || Good || Colony Map || About 1 year cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Outpost_destroyed|Outpost destroyed]] || Good || World || Becomes &amp;quot;Faction Defeated&amp;quot; if that was the last outpost of said faction.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ransom_.28Time remaining.29|Ransom (Time remaining)]] || Good || Colony Map || Available for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rare_thrumbos |Rare thrumbos ]] || Good || Colony Map || 13 days of cooldown&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Reactor_ready|Reactor ready]] || Good || Colony Map || 15 days after warming up a ship reactor&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ship_chunks|Ship chunks]] || Good || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Trauma savant|Trauma savant]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Quest_completed|Quest completed]] || Good || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Anima_tree_sprout |Anima tree sprout]] || Good || Colony Map || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Ancient_danger|Ancient danger]] || Bad || Colony Map || Once per map.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Animal_revenge |Animal revenge]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Birthday|Birthday]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Death|Death]] || Bad || Anywhere || [[Orders#Slaughter|Slaughtering]] and Euthanizing a colonist does not trigger this.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Disease|Disease]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Drug_addiction|Drug addiction]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Heart_attack|Heart attack]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Mental_Break|Mental Break]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Overdose|Overdose]] || Bad || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Predator_hunting|Predator hunting]] || Bad || Colony Map || Requires a predator on the map&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Prison_break|Prison break]]|| Bad || Colony Map || Requires having prisoners&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Roof_collapsed|Roof collapsed]] || Bad || Colony Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Too_Deep:_Infestation|Too Deep: Infestation]] || Bad || Colony Map || Triggered by deep drill&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Allied:_.28Faction.29|Allied: (Faction)]] || Faction || Anywhere || Requires to improve relations &amp;lt;-75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Enemy_now_neutral:_.28Faction.29|Enemy now neutral: (Faction)]] || Faction || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Hostile_faction|Hostile faction]] || Faction || Anywhere || Requires to worsen relations &amp;gt;75&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Leader_died|Leader died]] || Faction || Anywhere || Triggers on another faction's leader death.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_Leader|New Leader]] || Faction || Anywhere || Trigger once recruiting another faction's leader.&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Electricity|About: Electricity]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Getting_advanced_components|About: Getting advanced components ]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Launching_the_ship|New About: Launching the ship]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Persona_Core_Offer|Persona Core Offer]] || Informational || Anywhere || Requires &amp;gt;40 goodwill with some faction&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Summer|Summer]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Unwaveringly_loyal|Unwaveringly loyal]] || Informational || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#About:_Anima_tree_linking|About: Anima tree linking]] || Informational || Anywhere || Requires [[Royalty]] {{RoyaltyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Baby_Prep|Baby Prep]] || Informational || Anywhere || Requires [[Biotech]] {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#New_lovers|New lovers]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Breakup|Breakup]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Rejected_proposal|Rejected proposal]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Marriage_is_on.21|Marriage is on!]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Affair|Affair]] || Social || Anywhere || Affects mood&lt;br /&gt;
|-&lt;br /&gt;
| [[Events/Incidental#Divorce|Divorce]] || Social || Anywhere || Affects mood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== World events ===&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
This is a list of all events that can happen while on the overworld. Some events require a quest to trigger. Sub events are not quest events on their own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
Due to wiki limitations, it isn't possible to link directly to a collapsed section. To address that, this toggle will open all relevant sections.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Click Here to Open/Close World events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;World events list&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Type !! Location !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[#Attack_begun|Attack begun]] || Notification || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Bandit_camp_opportunity|Bandit camp opportunity]] || Quest || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ambushed_.2F_.28manhunters.29| Caravan ambushed / (manhunters)]] || Battle || Generated Map || Prevents reforming caravan while active&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_battle_won|Caravan battle won]] || Notification || Anywhere || Allows reforming the caravan on the world map&lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_arrived_at_.28Location.29| Caravan arrived at (Location)]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_lost|Caravan lost]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_meeting_by_.28Caravan_ID.29|Caravan meeting by (Caravan ID)]] || Pop-up window || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Caravan_ready|Caravan ready]] || Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Demand|Demand]] || Hostile || World || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Peace_talks|Peace talks]]|| Quest || World || Expires on 15 days&lt;br /&gt;
|-&lt;br /&gt;
| [[#Rescuee_joins|Rescuee joins]]|| Notification || Anywhere || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Ambush]] || Sub-event || Generated Map || &lt;br /&gt;
|-&lt;br /&gt;
| [[#Ambush|Sleeping mechanoids]] || Sub-event || Generated Map || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Anomaly events ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
:{{For|the complete list of events|Events/Anomaly}}&lt;br /&gt;
&lt;br /&gt;
Events from the [[Anomaly]]{{AnomalyIcon}} DLC work different from normal events and are intrinsically related to the [[Monolith]] structure. Due to this, all Anomaly events will be listed on its own page.&lt;br /&gt;
&lt;br /&gt;
=== Odyssey events ===&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Od page has volcanic ash, but not included here. Verify list complete}}&lt;br /&gt;
{{Main|Events/Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;span valign=&amp;quot;top&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot; width=&amp;quot;100&amp;quot;&amp;gt;Odyssey DLC Events&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Event Name !! Biomes !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Seasonal flooding]] || River Map|| Rainfall upriver is causing the river to swell.&lt;br /&gt;
|-&lt;br /&gt;
| [[Gill rot]] || Map with Fish || A Parasitic Fungus that temporarily reduces fish population.&lt;br /&gt;
|-&lt;br /&gt;
| [[Orbital debris]] || Space || Cloud of Orbital Debris crashes into space location.&lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic ash]] || Lava Field || Ash from a nearby volcanic eruption is filling the sky.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava flow]] || Lava Field||Lava has begun to flow into the region.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lava emergence]] || Lava Field || Lava is emerging from cracks in the ground. &lt;br /&gt;
|-&lt;br /&gt;
| [[Volcanic debris]] || Lava Field || A nearby volcanic eruption is showering the map with molten lava.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomshroom sprout]] || Glowforest || A cluster of explosive Boomshrooms has sprouted nearby.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bioluminescent spores]] || Glowforest || Some variety of fungus is blossoming and producing bioluminescent spores.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought (Initial)]] || Grasslands || Hidden event that prevents rain.&lt;br /&gt;
|-&lt;br /&gt;
| [[Drought]] || Grasslands || Due to a recent lack of rain, a drought has begun.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Major threats ==&lt;br /&gt;
Major threats can appear from Base Builder difficulty onwards. They mostly consist of direct attacks to your colony. Their size depends on the [[raid points]] mechanic; generally increasing in strength with wealth, colonist count, and [[difficulty]]. &lt;br /&gt;
&lt;br /&gt;
[[Cassandra Classic]] and [[Phoebe Chillax]] both treat major threats separately from other events; they cycle between &amp;quot;OnDays&amp;quot; and &amp;quot;OffDays&amp;quot;, where a certain amount of major events ''will'' occur during each OnDay cycle. [[Randy Random]] simply treats a major threat as an event that's less likely to happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Majorthreats&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;&lt;br /&gt;
{{Center|Show/Hide Major Threat Details}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-Majorthreats&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Major threats generation===&lt;br /&gt;
Major threats can be fired via 3 different methods: storyteller, quest, and special fired. Storyteller major threats are fired according to the Storyteller's schedule. Randy's &amp;quot;schedule&amp;quot; is a random firing mechanic. Quest major threats must be explicitly accepted by the player. Special fired major threats are limited to Wastepack Infestations that can spawn when a wastepack deteriorates ([[Biotech|Biotech DLC]]{{BiotechIcon}}).&lt;br /&gt;
&lt;br /&gt;
For Storyteller fired major threats, first the storyteller determines which type of major threat is to be sent. Each type of major threat has a specific weight. Some major threats may not be possible at a specific time and would have a weight of 0. For example, Infestations and Mass Animal Insanity each require specific conditions that may not be met. Some major threats are gated behind Raid Point amounts. Infestations and Mechanoid Droner, Defoliator and Clusters all required at least 400 Raid Points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Raid Weights&lt;br /&gt;
|-&lt;br /&gt;
! Raid type !! Vanilla !! DLC enabled&lt;br /&gt;
|-&lt;br /&gt;
| Raid || 7.40 || 7.40&lt;br /&gt;
|-&lt;br /&gt;
| DefoliatorShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| DronerShip || 2.00 || 0.40&lt;br /&gt;
|-&lt;br /&gt;
| MechCluster {{RoyaltyIcon}}|| 0.00 || 1.90&lt;br /&gt;
|-&lt;br /&gt;
| Manhunter || 2.00 || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| MassInsanity || 1.30 || 1.30&lt;br /&gt;
|-&lt;br /&gt;
| Infest || 2.70 || 2.70&lt;br /&gt;
|-&lt;br /&gt;
| Problem Causer {{RoyaltyIcon}} || 0.00 || 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raid Generation ===&lt;br /&gt;
After the storyteller has chosen to fire a major threat, and chosen to fire a raid, first the Faction of the Raid is chosen. Each faction is given a weight and all hostile factions are considered separately. Human factions each have a weight of 1. The mechanoid faction's weight changes with raid Points. As Raid Points go up the weight of the Mechanoid Faction Increases. Mechanoids weight is 0 until 300 raid points. The weight of human factions can become 0 at extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
After the faction is chosen, the attack type is chosen. Each attack type has a weight. Some factions do not have all possible attack types. For example, Tribals cannot Siege. After the attack type is chosen, arrival method is chosen. Each arrival method has a weight. Some weights change based on raid points. Some arrival methods are not possible with some factions. Some attack types only arrive via certain methods.&lt;br /&gt;
&lt;br /&gt;
Once Rimworld has determined the faction, attack type and arrival type, a Raid Composition is selected. Each faction has defined raid compositions like the &amp;quot;all sniper&amp;quot; or &amp;quot;all melee attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Enemy attack ===&lt;br /&gt;
----&lt;br /&gt;
{{Main|Raids}}&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. It is possible for multiple raids to happen at the same time, even of opposing factions. [[Raider]]s will come and assault your colony, first attacking adult colonists that they can walk to, then animals and buildings. Human raiders flee if enough of them have been [[downed]] or killed, or if enough damage to your colony has been done. [[Mechanoid]]s will persist indefinitely.&lt;br /&gt;
&lt;br /&gt;
===== Arrival methods =====&lt;br /&gt;
Tribal-level factions can't use drop pods, so are limited to assaults.&lt;br /&gt;
&lt;br /&gt;
* '''Assaults''': Arrive at the edge of the map, either by walking or by [[drop pod]]. They may assault the colony immediately, or stage for a time before launching their attack, giving you time to prepare.&lt;br /&gt;
* '''Center drop''': Raiders immediately attack via drop pod, centered on one of your colonists. There is 40% to drop on an un[[roof]]ed [[orbital trade beacon]] if one is present. Drop pods can go through constructed and thin rock roofs, but not overhead mountain.&lt;br /&gt;
* '''Scatter drop''': Raiders immediately attack via drop pod, which have gone &amp;quot;haywire&amp;quot; and will disperse throughout the map.&lt;br /&gt;
&lt;br /&gt;
===== Types =====&lt;br /&gt;
* '''Smart''': &amp;quot;Unusually clever&amp;quot; raiders will seek to enter your base while avoiding [[trap]]s and [[turret]]s.&lt;br /&gt;
* '''Sappers''': Sappers will mine or destroy walls to create the shortest route to a colonist's bedroom. Groups of sappers are smaller in number than the other raid types. &lt;br /&gt;
* '''Breachers''': Appear with breach-type raiders, such as tribals with [[breach axe]]s or [[termite]] [[mechanoid]]s. Breachers will attack walls in their path indiscriminately, as opposed to sappers having a target.&lt;br /&gt;
* '''Siege''': See below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Siege ====&lt;br /&gt;
Sieges are a special type of raid. They arrive in drop pods, along with supplies. They will construct [[sandbag]]s and [[mortar]]s, and will continuously be supplied with food and mortar shells. They will fire at colonists, colony structures, and other pawns they are hostile to. Sieges will directly assault the colony after a long time (a few days), if their mortars are destroyed or unbuildable, or after sufficient casualties.&lt;br /&gt;
&lt;br /&gt;
It is possible to steal a critical material (like [[component]]s) and prevent them from completing construction. This is largely possible with a [[psycast]]er{{RoyaltyIcon}} using both Invisibility and Skip, with enough heat capacity to cast both 2-3 times in a row.&lt;br /&gt;
&lt;br /&gt;
Strategies to force sieges to attack include the [[sniper rifle]] (watch out for other snipers), a [[psychic animal pulser]], or your own [[mortar]]s.&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
----&lt;br /&gt;
{{main|Infestation}}&lt;br /&gt;
Infestations come with [[hive]]s and [[insectoid]]s. Hives will produce [[insect jelly]], but will rapidly create insects, too. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
In order for a regular infestation to spawn, there must be an open area with the [[overhead mountain]] roof, within 30 tiles of a colony [[structure]], and a temperature above {{Temperature|-17}}. Light, and temperatures below {{Temperature|-8}} reduce the chance of infestations.&lt;br /&gt;
&lt;br /&gt;
The [[#Too Deep: Infestation|Too Deep: Infestation]] is a separate event. [[Insect]]s can still arrive, but this event has separate mechanics.&lt;br /&gt;
&lt;br /&gt;
The [[#Wastepack_infestation|Wastepack infestations]] is a separate event available if [[Biotech]]{{BiotechIcon}} is active. The end effect is similar, but the mechanics are different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter pack ===&lt;br /&gt;
----&lt;br /&gt;
{{For|the mental state that makes these animals hostile|Manhunter}}&lt;br /&gt;
A pack of [[scaria]]-infested animals have arrived, [[Manhunter|hunting]] for human flesh. A manhunter pack has 40% more points (i.e. 40% more &amp;quot;raiders&amp;quot;) than a regular raid. When killed, scaria has a chance to instantly rot a [[corpse]], which makes them inedible and creates [[rot stink]]. A single animal can arrive and the event will still be called a &amp;quot;pack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Manhunters will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. If left alive, they will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|300px|Manhunting [[warg]]s]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic wave ===&lt;br /&gt;
----&lt;br /&gt;
Appears as Mad Animals: (Animal name). Immediately drives local [[animals|wildlife]] insane, becoming [[manhunter]]. As opposed to a manhunter pack, these animals do not have [[scaria]], and so won't immediately rot. No new animals are created - only animals already on the map can be affected. This fact means that psychic waves scale poorly with raid points; advanced colonies will find these events much smaller than any other major threat.&lt;br /&gt;
&lt;br /&gt;
As manhunters, the selected animals will roam the region, attacking any human they can path to. The animals can't enter doors, but if they see a colonist run behind a door, they will attempt to beat down the door. Unlike with scaria, the manhunter status will end when the animals need to sleep.&lt;br /&gt;
&lt;br /&gt;
This event has a [[#Mad animal|variation]] that only affects a single animal, which is not considered a major threat.&lt;br /&gt;
&lt;br /&gt;
=== Crashed ship part ===&lt;br /&gt;
----&lt;br /&gt;
{{For|general information and advice on dealing with the mechs|Crashed ship parts}}&lt;br /&gt;
{{For|detailed information on the ship parts themselves|Ship part (defoliator)|Ship part (psychic droner)}}&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby, along with a pack of [[mechanoid]]s. The mechs will generate dormant, but will awaken when they or the ship part are damaged. While the ship part is still active, they will activate an intensifying negative effect on the map.&lt;br /&gt;
&lt;br /&gt;
==== Defoliator ship ====&lt;br /&gt;
A crashed defoliator ship kills all wild or domesticated plants in an expanding circle, up to a radius of 100 tiles. The poison kills crops randomly, including plants grown in [[hydroponics basin]]s. Crops will end up nearly impossible to grow. If the [[Biotech DLC]] is active, this ship part will also generate [[Pollution]]{{BiotechIcon}} from its center at a rate of 6 tiles per day.&lt;br /&gt;
&lt;br /&gt;
==== Psychic ship ====&lt;br /&gt;
A ship part projects a psychic drone which negatively affects the [[mood]] of a specific gender. It begins low and grows progressively stronger the longer it stays. [[Psychic sensitivity]] modifies the drone's effect.&lt;br /&gt;
&lt;br /&gt;
The ship's is also capable of emitting psychic pulses that can drive wild animals to madness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;left&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Poison ship.png|'''Defoliator ship'''&lt;br /&gt;
File:Psychic ship.png|'''Psychic ship'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mech cluster ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Mech cluster}}&lt;br /&gt;
Mech clusters are similar to crashed ship parts with a more complex structure, with buildings like [[wall]]s, [[turret]]s, and [[unstable power cell]]s. They also spawn dormant, but can come with activators, able to wake up from proximity or over time. They can come with on-map [[condition causer]]s, such as sun blockers or EMP dynamos.&lt;br /&gt;
&lt;br /&gt;
=== Problem causer ===&lt;br /&gt;
----&lt;br /&gt;
{{Royalty|Section=1}}&lt;br /&gt;
{{main|Condition causer}}&lt;br /&gt;
A [[condition causer]] has appeared within 10 world tiles of your colony, creating a negative effect. It must be destroyed to stop the effect. Some conditions may be situationally good, such as a psychic suppressor (male) when you only have females in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extreme weather ==&lt;br /&gt;
These events alter the environmental conditions of the colony map, only able to appear from Base Builder difficulty onward.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-XWeather&amp;quot; style=&amp;quot;display:center;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide Extreme Weather Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-XWeather&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
----&lt;br /&gt;
[[File:FlashstormScreenshot.png|300px|thumb|left]]&lt;br /&gt;
&amp;quot;''A freak localized storm is blasting a small area with repeated lightning strikes.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Flashstorm''' is a localized, intense '''[[lightning]] storm''' within a radius between 45 and 60 tiles. Active lightning will strike between every {{Ticks|320}} to {{Ticks|800}}. Once it finishes, no rain can fall until {{Ticks|30000}} has passed. This can create big [[fire]]s. It lasts between 0.075 and 0.1 days, and will not reoccur for 15 days. Clicking the envelope icon offers the option to jump to the center point.&lt;br /&gt;
&lt;br /&gt;
This can also be caused by the [[Flashstorm (psycast)|Flashstorm]] psycast {{RoyaltyIcon}}, but will not show up as a notification.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic fallout ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region. Any person or creature not under a roof will be slowly sickened by the toxic dust settling out of the atmosphere. It will last for anywhere between a few days to nearly a quadrum.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Toxic fallout''' is a dangerous event which causes [[toxic buildup]] to any pawn not under a [[roof]]. The fallout also gives a {{--|5}} [[mood]]let for colonists when outside. It lasts between 2.5 and 10.5 days, will not occur before Day 60 of the colony, and will not reoccur for 90 days. &lt;br /&gt;
&lt;br /&gt;
Toxic buildup from toxic fallout is proportional to both [[Toxic Resistance]] and the [[Toxic Environment Resistance]] of the pawn. Animals have 50% [[Toxic Resistance]], so buildup increases at half the rate, but exposed animals will eventually die. When animals die with toxic buildup, there is a chance, scaling with severity, for their [[corpse]] to immediately rot.&lt;br /&gt;
&lt;br /&gt;
By default, toxic buildup increases at a rate of 40% per day. For humans, a moderate buildup - 40% severity, or 24 hours left outside - is enough to potentially cause permanent damage, from either [[dementia]] or [[carcinoma]]. Death happens at 100% severity. In [[Biotech]],{{BiotechIcon}} both resistances can be gained in a number of ways, allowing counters to the effects of the fallout. These include the [[face mask]], [[gas mask]], [[detoxifier kidney]], [[detoxifier lung]] and several [[genes]].&lt;br /&gt;
&lt;br /&gt;
Excluding some special cases ([[Anima tree]]{{RoyaltyIcon}}, [[Anima grass]]{{RoyaltyIcon}}, [[Gauranlen tree]]{{IdeologyIcon}}, [[Gauranlen pod]]{{IdeologyIcon}}, [[Polux tree]]{{BiotechIcon}}), all plants will wither during the fallout, trees included. Every in-game hour, the affected plants will receive between 48.9 and 66.1 points of damage {{Check Tag|57.51667 base damage ±15%}}. Crops can be protected under a roof, but without a [[sun lamp]], they'll rot anyways. [[Insectoid]]s and [[mechanoid]]s are fully immune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Volcanic winter''' lowers the [[temperature]] and natural [[light]],which in turn weakens [[solar generator]]s and slows plant growth. They also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony. Volcanic winters will last between 7.5 and 40 days, will not occur before Day 60 of the colony, and will not reoccur for 140 days.&lt;br /&gt;
&lt;br /&gt;
To be specific, the temperature is reduced by {{Temperature|7||delta}} and the light by 30% over the course of {{Ticks/gametime|50000}}. The wildlife density is cut by half, and pawns can no longer enjoy their time outside.{{Check Tag|Mechanic detail|What does this mean mechanically?}}&lt;br /&gt;
&lt;br /&gt;
Note that volcanic winters won't kill plants outright, but they still have the potential to kill plants should the temperature drop to a sufficiently cold point. Like cold snaps, building warmed and lit greenhouses can help with crop growth during volcanic winters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Events ==&lt;br /&gt;
These are the 3rd set of events able to be triggered by the [[storyteller]]. Internally, Random Events are classified as either good, bad, or quest.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward. There are a wide variety of quests, which are listed on the quest page.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomGood&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Good Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomGood&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ambrosia sprout ====&lt;br /&gt;
[[File:Ambrosia sprout.png|300px|right|thumb|An ambrosia sprout among the trees]]&lt;br /&gt;
[[{{Q|Ambrosia bush|Image}}|48px|left|frameless]]{{quote|A grove of the mysterious [[ambrosia bush]] has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive [[Ambrosia|fruit]].}}&lt;br /&gt;
Ambrosia bushes are the only way to harvest [[ambrosia]], a safe [[mood]] boosting [[social drug]]. A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
The ambrosia event must initially spawn in the growing season of the map tile.&lt;br /&gt;
&lt;br /&gt;
It can only happen in the following [[biomes]]:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:500px&amp;quot;&amp;gt;&amp;lt;ul class=&amp;quot;ul-column-width-150&amp;quot;&amp;gt;&lt;br /&gt;
* [[Tropical rainforest]]&lt;br /&gt;
* [[Tropical swamp]]&lt;br /&gt;
* [[Temperate forest]]&lt;br /&gt;
* [[Temperate swamp]]&lt;br /&gt;
* [[Boreal forest]]&lt;br /&gt;
* [[Arid shrubland]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Animals join ====&lt;br /&gt;
Tamed [[dog]]s or [[farm animals]] from off-map join your colony.&lt;br /&gt;
&lt;br /&gt;
==== Animal self-tamed ====&lt;br /&gt;
[[File:Thrumbo self-tamed.png|300px|right]]&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony. The frequency of self-taming events is unrelated to the number of animals on the map, provided there is at least one. This means in a tundra biome with one snowhare you're just as likely to get a self-taming event as in a tropical swamp populated with dozens of animals. Previously tamed animals can self-tame, and will retain the name and all training they previously had.&lt;br /&gt;
&lt;br /&gt;
For pen animals, you must rope them into a pen or to a caravan hitching spot or the animal will eventually run off the map, though usually this is not urgent. For zoneable animals, you should check the &amp;quot;Animals&amp;quot; tab and assign the animal to an appropriate zone, unless you want to let it move unrestricted. If you are dangerously low on food, be aware that if a zoneable animal self-tames and there is no food in the environment, it will run inside your base and eat your food stores when it gets hungry.&lt;br /&gt;
&lt;br /&gt;
==== Aurora ====&lt;br /&gt;
An aurora lights up the night sky, giving a {{Thought|desc=The view is amazing.|label=beautiful aurora|value=+14|stack=1}} boost to anyone who is not [[Sight|blind]] and is outside watching. While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude. It ends at day and otherwise lasts from 0.125 to 0.35 days.&lt;br /&gt;
&lt;br /&gt;
Despite the event text stating that it will &amp;quot;make the night brighter&amp;quot;, it does not actually affect the [[light]] level.&lt;br /&gt;
&lt;br /&gt;
During an aurora a pawn looking for a recreation source is 8 times more likely to choose [[Recreation#Skygazing|skygazing]], and it restores 5 times more recreation.&lt;br /&gt;
&lt;br /&gt;
==== Cargo pods ====&lt;br /&gt;
[[File:Cargo pods.png|300px|right]]&lt;br /&gt;
From time to time, [[transport pod|cargo pods]] will fall out of orbit, containing a random amount of single type of resource. The remains of the pods become [[steel slag chunk]]s, which can be refined into usable metal at an [[electric smelter]]. The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Herd migration: (Animal) ====&lt;br /&gt;
[[File:Thrumbo herd migration.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked. They pass by quickly, so you must be quick if you want to hunt or attempt taming them.&lt;br /&gt;
&lt;br /&gt;
The migrating animal will always be an animal that can spawn in the map's [[biome]] (or [[biomes]]{{OdysseyIcon}}). &lt;br /&gt;
* Coastal animals{{OdysseyIcon}} will only be selected if the map is a coastal map.&lt;br /&gt;
* If the map is [[polluted]]{{BiotechIcon}}, there's a chance that the game will select a animal that only spawns in polluted maps instead. The more polluted the map is, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
The number of animals spawned in will be one of these value, whichever is higher:&lt;br /&gt;
* A random number between 3 and 5&lt;br /&gt;
* 4 divided by the animal's [[body size]], rounded up.&lt;br /&gt;
&lt;br /&gt;
This event only occurs in the following biomes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:350px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sea ice]]&lt;br /&gt;
* [[Ice sheet]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Desert]]&lt;br /&gt;
* [[Extreme desert]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This event may also be triggered on any biomes with the [[draw animals]]{{AnomalyIcon}} psychic ritual.&lt;br /&gt;
&lt;br /&gt;
==== Party ====&lt;br /&gt;
One of your colonists will throw a party around a [[party spot]], or if unavailable, a gather spot ([[table]] or [[campfire]]). Colonists will continually get mood buffs the longer they attend a party.{{Check Tag|Detail|Stacking behavior for party duration?}} Each stack adds {{+|0.8}} to mood, lasts 10 days and stacks up to 10 times, for a max buff of +8 mood. In addition, a party provides many social opportunities. They will usually have [[beer]]s and [[smokeleaf joint]]s, if available, and eat [[meal]]s even when not hungry.&lt;br /&gt;
&lt;br /&gt;
Pawns that don't attend won't get mood buffs. Players may have to [[draft]] and undraft pawns to get them out of work. If too many pawns, or the hosting pawn are drafted at once, or if a [[raid]] happens, then the party will be called off.&lt;br /&gt;
&lt;br /&gt;
==== Psychic soothe ====&lt;br /&gt;
[[File:Psychic soothe.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
When this event triggers, the soothe gives a positive mood modifier (+16 for normal colonists, more or less depending on the [[Psychic Sensitivity]]) to all colonists of a randomly chosen sex. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]], but does not have different levels of severity. It lasts between 1.5 and 3.0 days and will not reoccur for 15 days.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) ====&lt;br /&gt;
This event, without a faction mentioned, occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]]. Players may trade to obtain resources or weapons, or alternatively sell excess items for silver, which is always accepted by traders. Note that orbital trade ships can appear even when the comms console is turned off, so check the console during a solar flare.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s before contacting them so you can beam [[silver]] and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
==== (Trader type) from (Faction) ====&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial. Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash ====&lt;br /&gt;
[[File:Rescuee joined your group.png|300px|thumb|right|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
A [[downed]] and injured occupant falls from the sky, containing members of a [[faction]] or neutral, unaffiliated spacers. A friendly or neutral occupant can be rescued to a medical bed, while a hostile member must be put into a prison bed.&lt;br /&gt;
The pawn can also be a [[xenotype]]{{BiotechIcon}} that doesn't have any factions on the planet.{{Check Tag|Detail needed|Which xenotypes specifically can be used? All the default types? Wb Sanguo? Wb preferred xenotypes? Wb custom ones from made during game genration? Wb custom ones made after?}} &lt;br /&gt;
&lt;br /&gt;
Once healed, non-hostile crash victims will either join your colony out of gratitude, or walk away to return to their faction. You can instead [[Prisoner|capture]] a non-hostile person, but their faction (if not spacer) will turn hostile.&lt;br /&gt;
&lt;br /&gt;
===== Paralytic abasia =====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
A transport pod can crash with a person with [[paralytic abasia]], a [[disease]] which prevents movement until cured (usually after 40 days). Unlike regular transport pods, the person will directly ask to join the colony. If you refuse, then colonists will get the same penalties as if you banished another colonist.&lt;br /&gt;
&lt;br /&gt;
==== Wanderer joins ====&lt;br /&gt;
A random person will forcefully try and join the colony. You have 24 hours to accept or reject them. Accepting will have them appear on the world map. Rejecting will give the same penalties as if you had banished a colonist. Unless it'd be dangerous to enter your colony, there is no reason not to accept the wanderer, see their stats, and then decide to keep or banish them.&lt;br /&gt;
&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, the colonist that joins the colony will have a randomized Ideoligion. This event can also occur at 50% rate if an [[Ideoligion]]'s event result set for this event is &amp;quot;Beautiful/Fun/Good / Unforgettable&amp;quot;, with said colonist with the same Ideoligion as the masses of the colonist in the colony.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild (wo)man wanders in ====&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map. You have the option to [[Tame]] this person with a minimum [[Skills#Animals|Animals skill]] of {{Q|Human|Minimum Handling Skill}}. Doing so will convert them to into a completely normal colonist. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims. They also have the same hunger needs as regular humans, and if they do not find animals to hunt or wild plants (or simply do not want to) they can walk into your base and eat your food, which can be an annoyance. Arresting them will not allow you to recruit or [[Slavery|enslave]]{{IdeologyIcon}} them like regular prisoners, they must be tamed or rescued.&lt;br /&gt;
&lt;br /&gt;
Wild humans have a 50% chance of attacking when harmed, and 10% if taming fails.&lt;br /&gt;
&lt;br /&gt;
These wild (wo)men may have random Ideoligion with [[Ideology]].&lt;br /&gt;
&lt;br /&gt;
Unlike other animals, wild people will not flee from gunfire. Wild people can hunt human pawns for food like a predator, regardless of whether they are cannibals or not. Wild people who are incapable of violence will not hunt at all, but may still become manhunter when provoked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Traveler Visit ====&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
==== Visitor(s) ====&lt;br /&gt;
Friendly faction members may stop by your settlement. Occasionally, they will have a few goods to trade. Like a regular trader they will mill about the player's colony for a while. Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods. Visitors possess no higher purpose otherwise, but will fight mutual enemies.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
==== Royal Tribute Collector ====&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
{{Main|Royal tribute collector}}&lt;br /&gt;
If you are not hostile to the [[Empire]], Royal Tribute Collectors will visit the colony approximately twice a year. Tribute collectors are essentially Empire-only trade caravans that exclusively accept [[gold]] and [[prisoner]]s in exchange for [[Titles#Honor|Honor]].&lt;br /&gt;
&lt;br /&gt;
==== Gauranlen pod sprout ====&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{quote|A Gauranlen pod has sprouted nearby! Harvest it to collect a Gauranlen seed. This special seed can be used to plant the majestic [[Gauranlen tree]]. Your colonist can connect with Guaranlen trees and make them spawn resources and helpful dryads to work or fight for you.}}&lt;br /&gt;
&lt;br /&gt;
A [[Gauranlen pod|pod]] will appear somewhere with the current map. Harvesting it yield 1-2 [[Gauranlen seed]]. This event occurs roughly every 60 [[time|days]] in every [[biome]] except Ice Sheets and Sea Ice, and this time is decreased to roughly every 30 days for [[Ideoligion#Tree connection|tree connectors]]. This event can also occur if an [[Ideoligion]]'s ritual result is set to trigger this event and performing the ritual receives a &amp;quot;Beautiful/Fun/Good/Unforgettable&amp;quot; quality.&lt;br /&gt;
&lt;br /&gt;
==== Polux tree sprout ====&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
A [[polux tree]] may appear whenever there is enough [[pollution]] around. It will consume and clean up said pollution, but will not do so if it or its roots are under a roof.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bad ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-RandomBad&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Show Bad Random Events&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-customcollapsible-RandomBad&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beavers! ====&lt;br /&gt;
A group of ravenous tree-munching [[alphabeaver]]s appears at the edge of the map. This only occurs in the [[arid shrubland]] and [[tundra]], and only when the outdoor [[temperature]] is above the alphabeaver's [[minimum comfortable temperature]] of {{Temperature|{{Q|Alphabeaver|Min Comfortable Temperature}} }}. It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
Beavers will act like any other animal. But due to their unique diet and extreme hunger, beavers will continually eat [[trees]] and [[Saguaro cactus|Saguaro cacti]] they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}} and any trees you're farming. Alphabeavers will not and cannot eat the {{Icon Small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
The beavers will continue eating until there are no trees left, unless you eradicate them or they're driven off the map by temperature.&lt;br /&gt;
&lt;br /&gt;
==== Blight ====&lt;br /&gt;
{{main|Blight}}&lt;br /&gt;
[[File:Crop blight.png|200px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
Blight is a disease that infects [[domesticated plants]] with a growing period shorter than 15 days. Blighted crops will not grow or yield anything when harvested, and the blight will spread to other nearby plants within 3 tiles. These plants must be cut in order to avoid further spread. [[Tree]]s, [[Wild Plants|wild]], [[Decorative Plants|decorative]] plants, and [[devilstrand mushroom]]s are immune to blight.&lt;br /&gt;
&lt;br /&gt;
Blight starts on one of your crops, at 10% severity, affecting 20% of your plants (40% initial plants affected has been witnessed in December 2020). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
==== Eclipse ====&lt;br /&gt;
A moon has moved in front of the sun, causing an eclipse. Without [[light]], [[solar generator]]s won't function, and outdoor crops stop growing. It lasts between 0.75 and 1.25 days.&lt;br /&gt;
&lt;br /&gt;
If reliant on solar power, make sure to have [[battery|batteries]] for times like these, or an eclipse raid can be extra threatening.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Ideoligion#Eclipse|Eclipse: Beautiful]] precept{{IdeologyIcon}} will receive a {{+|5}} moodlet for seeing an eclipse.&lt;br /&gt;
&lt;br /&gt;
It will not reoccur for 15 days&lt;br /&gt;
&lt;br /&gt;
==== Heat wave ====&lt;br /&gt;
{{stub|section=1|reason=Needs details. What's the chance for a fire to occur?}}&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]]s unusually high for 1.5 and 3.5 days. To be precise, the temperature will increase by {{Temperature|17||delta}} over 12000 game ticks (4.8 in-game hours). There is also a chance for a [[fire]] to randomly appear on the map, which can quickly spread. It only occurs when the map's summer temperature is at least {{Temperature|20}}, and will not reoccur for 30 days.&lt;br /&gt;
&lt;br /&gt;
The major risks are [[cooler]]s failing to freeze food, and [[heat stroke]] to your colonists and animals. Summer clothing like [[cowboy hat]]s and [[tribalwear]] can mitigate the heat, and [[passive cooler]]s can help make indoor temperatures bearable.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Cold Snaps, Volcanic Winter, nor additional Heat Waves. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Cold snap ====&lt;br /&gt;
A cold snap strikes the colony, driving outdoor [[temperature]] unusually low for 1.5 and 3.5 days. To be precise, the temperature decreases by {{Temperature|20||delta}} over 12000 game ticks (4.8 in-game hours). It only occurs when the map's summer temperature is in the range of {{Temperature|0|15}}, and will not reoccur for 30 days. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause [[Ailments#Hypothermia|hypothermia]] if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
Do note that an while this event remains active, the colony will not trigger the events Heat Waves, Volcanic Winter, nor additional Cold Snaps. The one exception are events triggered by quest, which will apply regardless.&lt;br /&gt;
&lt;br /&gt;
==== Mad animal ====&lt;br /&gt;
A single random animal on the map turns [[manhunter]], like a psychic wave. The insane animal will charge toward the nearest human anywhere on the map, attacking any other animal or obstacle (doors, fences, barricades, etc.) blocking its way. If the &amp;quot;nearest&amp;quot; colonist changes, the animal may change its focus to that target.&lt;br /&gt;
&lt;br /&gt;
Any animal can be dangerous to a colonist, but multiple colonists can usually take them out. Large animals, as well as the explosive [[boomalope]] and [[boomrat]], are bigger threats.&lt;br /&gt;
&lt;br /&gt;
==== Psychic drone ====&lt;br /&gt;
{{For|the moodlet|Mood#Exotic}}&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot; A psychic drone affects all colonists of a randomly chosen gender, giving a [[Mood#Exotic|strong negative moodlet]]. The drone can vary in severity, from low (-12 mood) to extreme (-40 mood). [[Psychic Sensitivity]] will multiply the effect on the drone. It lasts between 0.75 and 1.75 days and will not reoccur for 15 days. Below 800 raid points, a Psychic Drone is always Low level. Above 2000 Raid Points, a Psychic Drone is High level. Between 800 and 2000 Psychic drones are Medium level.&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it, as the point of origin is off-map. [[Psychic foil helmet]]s, [[drug]]s, and other mood-enhancers can help deal with the effects. Animals are not affected.&lt;br /&gt;
&lt;br /&gt;
==== Solar flare ====&lt;br /&gt;
Solar flares cause all electrical devices to stop working for its duration, from 0.15 to 0.5 days. [[Wood-fired generator]]s and [[chemfuel generator]]s will still burn fuel during this time.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Heaters and coolers will stop working. In extreme temperatures, crops will die and colonists can be at risk of heatstroke or hypothermia. [[Campfire]]s and [[passive cooler]]s are low-tech options that work even in a solar flare.&lt;br /&gt;
* Crops in a [[hydroponics basin]] will rapidly degrade, regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally an [[Trade#Orbital|orbital trade ship]] may arrive during the event, so it is wise to check out the Comms Console as soon as the event ends or risk getting the ''''&amp;lt;trader&amp;gt; has left comms range&amp;quot;'' notification while unaware of their presence. If a ship leaves ''during'' a solar flare, you ''will'' be notified that the trader has left, although this is only a minor message in the upper right of the screen.&lt;br /&gt;
* The colony is immune to the effects of a solar flare while also undergoing [[unnatural darkness]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
Due to its length, most of the adverse effects are manageable.&lt;br /&gt;
&lt;br /&gt;
==== Zzztt ====&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing a short circuit. They may also occur if certain objects are left unroofed and are exposed to [[weather|rain or snow]]. Short-circuits not caused by rain/snow will not reoccur for 8 days. Short circuits do not affect [[Hidden_conduit|hidden conduits]], meaning zzztts can be avoided entirely by simply having all applicable buildings under roofs and having a network made entirely of hidden conduits.&lt;br /&gt;
&lt;br /&gt;
The following buildings short circuit due to weather:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3; width:700px;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Sun lamp]]&lt;br /&gt;
* [[Tube television]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Megascreen television]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Multi-analyzer]]&lt;br /&gt;
* [[Vitals monitor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Electric tailor bench]]&lt;br /&gt;
* [[Electric smithy]]&lt;br /&gt;
* [[Machining table]]&lt;br /&gt;
* [[Electric stove]]&lt;br /&gt;
* [[Electric smelter]]&lt;br /&gt;
* [[Biofuel refinery]]&lt;br /&gt;
* [[Fabrication bench]]&lt;br /&gt;
* [[Hi-tech research bench]]&lt;br /&gt;
* [[Electric crematorium]]&lt;br /&gt;
* [[Heater]]&lt;br /&gt;
* [[Lightball]]{{IdeologyIcon}}&lt;br /&gt;
* [[Loudspeaker]]{{IdeologyIcon}}&lt;br /&gt;
* [[Autobong]]{{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short circuits will either result in a [[fire]], or, if any [[battery|batteries]] are connected to the circuit and contains at least 20Wd, a fiery explosion centered on the tile, that increases with energy stored. The explosion deals 10 [[Damage Types#Flame|Flame damage]] and setting objects on fire. If the explosion radius is greater than 3.5 tiles, a second explosion of 30% radius deals 50 [[Damage Types#Bomb|Bomb damage]], which can extinguish fires. The fault will also discharge all stored power in batteries in the process. &lt;br /&gt;
&lt;br /&gt;
The explosion radius is controlled by the following equation:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Explosion Radius''' = '''clamp'''( '''sqrt'''(Sum of all stored power) * 0.05, 1.5, 14.9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or in other words, the radius will be at least 1.5 tiles, and at most 14.9 tiles, with a bomb explosion of 4.5 tiles. This occurs when a total of 90,000 Wd is stored. Bomb explosions can occur beyond once 4,900 Wd are stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Explosion radii per number of [[batteries]] filled&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
| width  = 400&lt;br /&gt;
| height = 150&lt;br /&gt;
| type   = rect &lt;br /&gt;
| legend = Legend&lt;br /&gt;
| colors = gold, firebrick&lt;br /&gt;
| yGrid  =&lt;br /&gt;
| xGrid  =&lt;br /&gt;
| xAxisTitle = Filled Batteries&lt;br /&gt;
| xAxisMin   = &lt;br /&gt;
| xAxisMax   =&lt;br /&gt;
| yAxisMin   = &lt;br /&gt;
| yAxisMax   = &lt;br /&gt;
| yAxisTitle = Radius (Tiles)&lt;br /&gt;
| x = 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10&lt;br /&gt;
| y1Title = Flame explosion&lt;br /&gt;
| y1 = 1.5, 1.5, {{#expr: sqrt(2*600)*0.05}}, {{#expr: sqrt(3*600)*0.05}}, {{#expr: sqrt(4*600)*0.05}}, {{#expr: sqrt(5*600)*0.05}}, {{#expr: sqrt(6*600)*0.05}}, {{#expr: sqrt(7*600)*0.05}}, {{#expr: sqrt(8*600)*0.05}}, {{#expr: sqrt(9*600)*0.05}}, {{#expr: sqrt(10*600)*0.05}}&lt;br /&gt;
| y2Title = Bomb explosion&lt;br /&gt;
| y2 = 0,0,0,0,0,0,0,0,0 , {{#expr: sqrt(9*600)*0.05*0.3}}, {{#expr: sqrt(10*600)*0.05*0.3}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Unconnected batteries, such as through an open switch or on separate power network, will not be affected. Power networks which contain only [[Battery|batteries]] and no conduits will not experience this event. Power networks which contain only conduits will only have a single tile on fire, as there's no stored power to be discharged.&lt;br /&gt;
&lt;br /&gt;
==== Transport pod crash (Ghoul) ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A transport pod may crash with a [[ghoul]] instead of the regular occupant, and will always appear as unaffiliated. They will always appear as hostile and will initially be in shock, but if left ignored, will immediately attempt to attack anything or anyone nearby after a while.&lt;br /&gt;
&lt;br /&gt;
==== Gray pall ====&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A fog of eerie, gritty dust settles on the map. Colonists standing in an unroofed area will receive a {{bad|-6}} '''gray pall exposure''' moodlet, while colonists under a roof will have {{bad|-3}} '''gray pall'''. The pall is otherwise not dangerous and disappears after 1-2 days.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Incidental Events ==&lt;br /&gt;
:{{For|a detailed list of these events|Events/Incidental}}&lt;br /&gt;
These events aren't triggered by the [[storyteller]]. Instead, they come from various other game mechanics.&lt;br /&gt;
For purposes of the wiki, these are divided in good, bad, faction, informational, and social events.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
:{{For|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
These are events related to/only triggered on the overworld.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-WorldEvents&amp;quot; style=&amp;quot;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;{{Center|Show/Hide World Events}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-WorldEvents&amp;quot; class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&amp;lt;!-- mw-collapsed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Attack begun ====&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
==== Bandit camp opportunity ====&lt;br /&gt;
{{See also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ambushed / (manhunters) ====&lt;br /&gt;
While traveling, one of your [[caravan]]s are attacked. The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
===== Caravan battle won =====&lt;br /&gt;
This event will tell you if your people won their fight, and can reform the caravan on the world map.&lt;br /&gt;
&lt;br /&gt;
==== Caravan arrived at (Location) ====&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
==== Caravan lost ====&lt;br /&gt;
[[File:Caravan destroyed.png|thumb|right|400px]]&lt;br /&gt;
All human members of your caravan have died, or have been downed on an event map. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
If colonists were downed but not killed while fighting human enemies, it is possible for some of them to appear later in a Prisoner Rescue Quest.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Caravan meeting by (Caravan ID) ====&lt;br /&gt;
This is a pop up window rather than an event with envelope icon. While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you. Of course, you also have the option to attack them. Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
==== Caravan ready ====&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map. It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
==== Demand ====&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and/or hand over members as slaves. If you refuse, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
==== Peace talks ====&lt;br /&gt;
[[File:Peace talks.png|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a sub-event of its own. No matter the outcome, your negotiator will always gain 6000 XP to social skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Result !! Description !! Base Weight&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk triumph''' || The peace talks were very successful, giving a great boost to relations from {{+|100}} to {{+|110}}. In addition, the faction will give a farewell gift worth between 500 and 1200 silver. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk success''' || The talks were a success, and relations between the factions have warmed somewhat, from {{+|60}} to {{+|70}}. || 0.55&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk flounder''' || The talks were neither successful nor a failure, and relations remain unchanged. || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk backfire''' || The peace talks backfired, and relations have gotten worse than they started, from {{--|10}} to {{--|20}} relations. || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| '''Peace talk disaster''' || The peace talks have failed so miserably that the faction hates you a lot more now, dropping your relations by up to {{--|50}}, as well as turning hostile if they aren't already. In addition, the angered faction sends a group of attackers after your negotiating party.&amp;lt;br&amp;gt;Do note that relations will not drop below {{--|75}}, so there's no penalty if relation are worse than that. || 0.05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Outcome chances =====&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's [[Negotiation Ability]] stat and, if the [[Ideology DLC]] is active, the presence/absence of your [[leader]]{{IdeologyIcon}}.&lt;br /&gt;
&amp;lt;div id=&amp;quot;wrap&amp;quot; style=&amp;quot;width:820px; margin:10;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;left_col&amp;quot; style=&amp;quot;float:left; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
First, the negotiator's [[Negotiation Ability]] stat goes through a simple curve to determine the '''bad outcome factor'''. In this formula, X is the decimal equivalent to the negotiation ability. As an example, a negotiation ability of 130% gives us an X value of 1.3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Negotiation Ability !! Bad outcome factor !! Observations&lt;br /&gt;
|-&lt;br /&gt;
| '''0%''' || 4 || Not possible in practice.&lt;br /&gt;
|-&lt;br /&gt;
| '''0% - 100%''' || 4 - 3*X ||&lt;br /&gt;
|-&lt;br /&gt;
| '''100%''' || 1 || Equivalent to lvl 8 Social&lt;br /&gt;
|-&lt;br /&gt;
| '''100% - 150%''' || 1 - 1.2 * (X-1)  ||&lt;br /&gt;
|-&lt;br /&gt;
| '''150%''' || 0.4 || Equivalent to lvl 15+ Social&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;right_col&amp;quot; style=&amp;quot;float:right; width:400px;&amp;quot;&amp;gt;&lt;br /&gt;
If the [[Ideology DLC]] is active, the '''bad outcome factor''' is then multiplied by:&lt;br /&gt;
* {{Good|0.95}}, if the colony leader is present on this caravan.&lt;br /&gt;
* {{Bad|1.05}}, if he's not.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
* Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
* Flounder = 0.2&lt;br /&gt;
* Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
* Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
Finally, the probability of each outcome is:&lt;br /&gt;
&lt;br /&gt;
:{{Math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-PeaceTalkEx&amp;quot; style=&amp;quot;display:inline-block;background:rgba(128,128,128,0.5);color:white;padding:10px;border-radius:5px;outline:none;user-select:none&amp;quot;&amp;gt;Example&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-PeaceTalkEx&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background:rgba(255,255,255,.5);margin-top:0px;padding:10px;border-radius:5px&amp;quot;&amp;gt;&lt;br /&gt;
Take a level 12 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_noDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
Without [[Ideology DLC]] active: &lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# The new weight of each outcome:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.64) = 0.15625&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.64) = 0.859375&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.64 = 0.064&lt;br /&gt;
#* Disaster = 0.05 * 0.64 = 0.032&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.15625 + 0.859375 + 0.2 + 0.064 + 0.032 = 1.311625&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.15625 / 1.311625 = 11.91%&lt;br /&gt;
#* Success = 0.859375 / 1.311625 = 65.52%&lt;br /&gt;
#* Flounder = 0.2 / 1.311625 = 15.25%&lt;br /&gt;
#* Backfire = 0.064 / 1.311625 = 4.88%&lt;br /&gt;
#* Disaster = 0.032 / 1.311625 = 2.44%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Peace_withDLC&amp;quot; style=&amp;quot;float:left; width:450px;&amp;quot;&amp;gt;&lt;br /&gt;
With [[Ideology DLC]] active:&lt;br /&gt;
# The Negotiation Ability is 130%, corresponding to a bad outcome factor of 0.64.&lt;br /&gt;
# Assuming the leader is present, the bad outcome factor gets reduced to 0.608.&lt;br /&gt;
# The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#* Triumph = 0.1 * ( 1 / 0.608) = 0.164&lt;br /&gt;
#* Success = 0.55 * ( 1 / 0.608) = 0.905&lt;br /&gt;
#* Flounder = 0.2&lt;br /&gt;
#* Backfire = 0.1 * 0.608 = 0.0608&lt;br /&gt;
#* Disaster = 0.05 * 0.608 = 0.0304&lt;br /&gt;
# The sum total of new weights is calculated:&lt;br /&gt;
#* 0.164 + 0.905 + 0.2 + 0.0608 + 0.0304 = 1.3602&lt;br /&gt;
# Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#* Triumph = 0.164 / 1.3602 = 12.05%&lt;br /&gt;
#* Success = 0.905 / 1.3602 = 66.53%&lt;br /&gt;
#* Flounder = 0.2 / 1.3602 = 14.70%&lt;br /&gt;
#* Backfire = 0.0608 / 1.3602 = 4.46%&lt;br /&gt;
#* Disaster = 0.0304 / 1.3602 = 2.23%&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Rescuee joins ====&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|thumb|right|400px]]&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it. It's even possible for animals to lie in wait.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Gameend_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Gameend_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Game over ====&lt;br /&gt;
[[File:Game over.png|400px|thumb|right|Welp, time to start a new game I guess...]]&lt;br /&gt;
This happens when all your colonists are either dead, missing, or left the planet. The game will show a Letter which says that [[Endings#Colony_End|everyone is gone or dead]], and allows you to return to the main menu. You can continue playing, and someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from. &lt;br /&gt;
&lt;br /&gt;
Post 1.4, the game over letter has been updated with the option to generate multiple new colonists as a whole group. This event is referred to in the [[Scenario_system|scenario editor]] as the Wanderer'''s''' &amp;lt;small&amp;gt;(plural)&amp;lt;/small&amp;gt; Join incident, although it always occurs, only manually. This works just the same as the beginning colonist selection, including specifying age range and xenotypes and sharing your original ideology. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Planetkiller ====&lt;br /&gt;
[[File:Game over planetkiller.png|400px|thumb|right|Ouch.]]&lt;br /&gt;
&amp;quot;''An interstellar planetkiller weapon is approaching this planet. It will smash the planet apart like a rifle bullet hitting an egg, annihilating all life.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==== Ending - The Archonexus Core ====&lt;br /&gt;
For specifics, see [[Endings#The_Archonexus]].&lt;br /&gt;
&lt;br /&gt;
Once it happens, your colony is successfully noticed by an archotech. What happens next is left to speculation.&lt;br /&gt;
&lt;br /&gt;
Similar to the Planetkiller and unlike other endings, you cannot continue the game once reaching this ending. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
Events from previous versions of RimWorld, now removed.&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Legacy_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Legacy_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|right|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively. Enemies may directly target your animals during attacks. Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab. Wild predators may hunt and kill your animals, including bonded ones. Bonded animals can also fall into traps. It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
Both of these bonded death events were simplified into the [[Events/Incidental#Death|Death: (Pawn)]] event.&lt;br /&gt;
&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
In previous versions, this was its own event. Now it's just a notification.&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]]. If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Event data ==&lt;br /&gt;
Note: events that give colonists, such as wanderers or transport pod crashes, are affected by the [[storyteller]]'s population intent factor. They become more common if you have few colonists, and rare if you have many.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-Eventdata_toggle&amp;quot; style=&amp;quot;font-size:small; display:inline-block; float:right;&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div  id=&amp;quot;mw-Eventdata_collapsible&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reveal&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br/&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[#DiseasesTable|varies by biome]] || Bad || [[#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[#Ancient Ship Crash|Psychic ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[#Manhunter pack|Manhunter pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[#Friendlies|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[#Mad animal|Mad animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Cold snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Heat wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[#Beavers!|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Solar flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Psychic drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Zzztt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[#Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Toxic fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Volcanic winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[#Trader:(Trader type)|Slaver]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[#Cargo Pods|Cargo pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[#Transport pod crash|Transport pod crash]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Psychic soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Organ&amp;lt;br/&amp;gt;Decay&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: as_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
| {{#vardefineecho: d_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
| {{#vardefineecho: t_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
| {{#vardefineecho: is_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_decay | 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br/&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br/&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br/&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br/&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br/&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}} }}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Electrical devices now short-circuit and cause fires if left out in the rain while running.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - [[#Alphabeavers|Beavers!]] event added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - [[Toxic fallout]], [[#Volcanic winter|Volcanic winter]], [[#Refugee Chased at (Settlement)|Chased refugee]], [[#Psychic soothe|Psychic sooth]], [[#Manhunter Pack|Manhunter pack]] events added. Manhunter pack is exclusively made up of [[warg]]s.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - [[#Manhunter Pack|Manhunter pack]]s can use animals besides wargs. [[#(Animals) join|Farm Animals Wander In]], [[#(Animal) self-tamed|Self Tame]], [[Poison ship]] and [[#Flashstorm|Flashtorm]] events added. Animals join is exclusive to farm animals at this point.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - [[Poison ship]] now only drops one ship part instead of 2-3.&lt;br /&gt;
* [[Version/0.12.914|0.12.914]] - [[#Flashstorm|Flashtorm]] are much less intense &lt;br /&gt;
* [[Version/0.14.1236|0.14.1236]] - Fixed [[Version/0.14.1236#Changes|many events]] never firing. Threat cycle event maker will no longer queue events it doesn't have the points to fire.&lt;br /&gt;
* [[Version/0.14.1241|0.14.1241]] - Toxic fallout, flashstorm and volcanic winter are now disabled in Free Play [[difficulty]]. Toxic fallout and volcanic winter are now rarer.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase toxic fallout earliestDay from 20 to 60. Increase volcanic winter earliest day from 30 to 60.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: The [[#Beavers!|Alphabeaver]] event will still happen even if the outdoor temperature is below their minimum comfortable temperature.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Stranger in black can have 0 shooting skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171190</id>
		<title>Ship part (defoliator)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171190"/>
		<updated>2025-10-27T22:20:39Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Removed incorrect measuring advice. I made wrong assumptions on the displayed tile count of the planning tool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (defoliator)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruin&lt;br /&gt;
| image = PoisonShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
{{About|the plant killer device|the psychic emanator device|ship part (psychic droner)}}&lt;br /&gt;
{{For|general info on ship part events|crashed ship parts}}&lt;br /&gt;
'''Defoliator ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. This ship part carries a  toxic device that poisons nearby flora.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, [[polux tree]]s {{BiotechIcon}}, [[harbinger tree]]s{{AnomalyIcon}} and [[archean tree]]s{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The effect starts off with a 5 tile radius increasing onver time to a maximum radius of 100 tiles over 20 days. The radius growth speed changes over time as shown in the graph below. The current area of effect can be seen by clicking on the ship part until it reaches 50 tile radius, after which it is no longer visible.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Days since arrival | yAxisTitle = Foliage kill radius | type = line | x = 0, 1.5, 6, 20 | y1 = 5, 18, 40, 100}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
With [[Biotech DLC]] {{BiotechIcon}} the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general advice on dealing with the guarding mechanoids|Crashed ship parts}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, as long as the foliage killing area does not affect your crops or special trees. The final range of the foliage kill area can be predicted with the help of the [[Plan|planning tool]].&lt;br /&gt;
&lt;br /&gt;
Quite often the defoliator will not affect any important plants. In those cases, and as long terrain pollution is not a long-term concern, the defoliator may even prove beneficial; the game tries to maintain the same amount of vegetation in the map, so the defoliator will make natural plant spawns more dense outside it's area of effect. This can make [[trees]], [[berry bush]]es, [[wild healroot]] and other useful naturally occurring plants more common in the immediate vicinity of the colony, cutting walking distances to harvest them. As it removes tree cover on the affected area, it may provide a tactical advantage in future fights.&lt;br /&gt;
&lt;br /&gt;
If the defoliator kills the anima tree, it's possible that the tree tries to respawn inside its kill radius and die again, repeating the consequential mood debuff. The likelihood increases with the kill radius, so if the tree is in danger it may be wise to destroy the ship part before it happens.&lt;br /&gt;
&lt;br /&gt;
The dropped advanced component is a notable reward early on. Since crashed ship part incidents are likely to have happened by the point the colony is researching advanced industrial projects, the looted components are helpful and may save a trade trip or at least some money when aiming to build things like [[ground-penetrating scanner]]s before [[Research#Advanced fabrication|Advanced fabrication]] is researched.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery heights=250px widths=250px&amp;gt;&lt;br /&gt;
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.&lt;br /&gt;
Poison ship selected.png|Defoliation radius is visible when the ship piece is selected.&lt;br /&gt;
Poison ship 2.jpg|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
* Note that this event was once called a &amp;quot;'''poison ship'''&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50.{{Check Tag|Verify|Source? Not mentioned on the changelog, and if it's true there's no mention on when it was changed to 100 max radius}}&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171189</id>
		<title>Ship part (psychic droner)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171189"/>
		<updated>2025-10-27T21:44:21Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Reworked introduction with templates. Detailed gender targeting. Added advice on managing mood while the part is active.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (psychic droner)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| image = PsychicShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.&amp;lt;br/&amp;gt;This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
{{About|the psychic emanator device|the plant killer device|ship part (defoliator)}}&lt;br /&gt;
{{For|general info on ship part events|crashed ship parts}}&lt;br /&gt;
'''Psychic droner ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. This ship part carries a psychic device that influences organic beings' minds.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part contains a hostile psychic device that emits a psychic drone that negatively affects the [[mood]] of all humans on the map of a gender chosen at random. This drone begins at a &amp;quot;low&amp;quot; {{Bad|-12}}, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A pawn's individual [[psychic sensitivity]] will modify the effect of the drone. If multiple psychic droner parts are present, the target gender of the active drone will be the one from the most recent droner or the one that last increased its intensity.&lt;br /&gt;
&lt;br /&gt;
The psychic device is also capable of emitting concentrated bursts of psychic energy, driving all animals in the immediate vicinity insane.{{Check Tag|Detail needed|MtB}}&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-12}}&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-22}}&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-30}}&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-40}}&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general advice on dealing with the guarding mechanoids|Crashed ship parts}}&lt;br /&gt;
The urgency of destroying the psychic droner will depend on the effect it has over colonists, which depends on their individual [[traits]] and [[genes]]{{BiotechIcon}}, but specially on their psychic sensitivity. A colony with high sensitivity pawns ([[highmates]], [[sanguophages]], good [[psycast]]ers{{RoyaltyIcon}}...) will want to get rid of it as soon as possible, while a [[hussar]]-only colony can ignore it indefinitely other than the occasional animal insanity wave. Generally speaking, unmodified baseliners will want to remove it sooner rather than later, as the starting low drone is already significant and it will only get worse.&lt;br /&gt;
&lt;br /&gt;
In order to control mood while planning and dealing with the threat, lavish meals and mood boosting drugs can prove useful. For highly sensitive pawns, or just about anyone how may be at risk of mental breaks, having psychic foil helmets may be a good treatment while the droner is active. [[Mind-numb serum]]{{AnomalyIcon}} can make the mood threat much more manageable without reducing the psychic sensitivity of psycasters.&lt;br /&gt;
&lt;br /&gt;
The dropped advanced component is a notable reward early on. Since crashed ship part incidents are likely to have happened by the point the colony is researching advanced industrial projects, the looted components are helpful and may save a trade trip or at least some money when aiming to build things like [[ground-penetrating scanner]]s before [[Research#Advanced fabrication|Advanced fabrication]] is researched.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
Psychic ship.png| Crashed psychic ship part with some scythers, generated at 500 threat points.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 18]] - AI persona cores can no longer be salvaged by destroying a psychic ship.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171188</id>
		<title>Ship part (defoliator)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171188"/>
		<updated>2025-10-27T21:28:35Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Added graph showing radius over time and defined the starting size and time to max size. Moved previous images to a Gallery section. Expanded analysis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (defoliator)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruin&lt;br /&gt;
| image = PoisonShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
{{About|the plant killer device|the psychic emanator device|ship part (psychic droner)}}&lt;br /&gt;
{{For|general info on ship part events|crashed ship parts}}&lt;br /&gt;
'''Defoliator ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. This ship part carries a  toxic device that poisons nearby flora.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, [[polux tree]]s {{BiotechIcon}}, [[harbinger tree]]s{{AnomalyIcon}} and [[archean tree]]s{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The effect starts off with a 5 tile radius increasing onver time to a maximum radius of 100 tiles over 20 days. The radius growth speed changes over time as shown in the graph below. The current area of effect can be seen by clicking on the ship part until it reaches 50 tile radius, after which it is no longer visible.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Days since arrival | yAxisTitle = Foliage kill radius | type = line | x = 0, 1.5, 6, 20 | y1 = 5, 18, 40, 100}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
With [[Biotech DLC]] {{BiotechIcon}} the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general advice on dealing with the guarding mechanoids|Crashed ship parts}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, as long as the foliage killing area does not affect your crops or special trees. The final range of the foliage kill area can be predicted with the [[Plan|planning tool]]; at 45º angles, the distance is aproximately half the displayed tile number.&lt;br /&gt;
&lt;br /&gt;
Quite often the defoliator will not affect any important plants. In those cases, and as long terrain pollution is not a long-term concern, the defoliator may even prove beneficial; the game tries to maintain the same amount of vegetation in the map, so the defoliator will make natural plant spawns more dense outside it's area of effect. This can make [[trees]], [[berry bush]]es, [[wild healroot]] and other useful naturally occurring plants more common in the immediate vicinity of the colony, cutting walking distances to harvest them. As it removes tree cover on the affected area, it may provide a tactical advantage in future fights.&lt;br /&gt;
&lt;br /&gt;
If the defoliator kills the anima tree, it's possible that the tree tries to respawn inside its kill radius and die again, repeating the consequential mood debuff. The likelihood increases with the kill radius, so if the tree is in danger it may be wise to destroy the ship part before it happens.&lt;br /&gt;
&lt;br /&gt;
The dropped advanced component is a notable reward early on. Since crashed ship part incidents are likely to have happened by the point the colony is researching advanced industrial projects, the looted components are helpful and may save a trade trip or at least some money when aiming to build things like [[ground-penetrating scanner]]s before [[Research#Advanced fabrication|Advanced fabrication]] is researched.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery heights=250px widths=250px&amp;gt;&lt;br /&gt;
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.&lt;br /&gt;
Poison ship selected.png|Defoliation radius is visible when the ship piece is selected.&lt;br /&gt;
Poison ship 2.jpg|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
* Note that this event was once called a &amp;quot;'''poison ship'''&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50.{{Check Tag|Verify|Source? Not mentioned on the changelog, and if it's true there's no mention on when it was changed to 100 max radius}}&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171185</id>
		<title>Ship part (psychic droner)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171185"/>
		<updated>2025-10-27T18:49:22Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Removed transclusion, points to the shared Crashed ship parts page instead. Added psychic ship specific analysis. Added gallery with picture used in the Events page. Other minor changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (psychic droner)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| image = PsychicShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.&amp;lt;br/&amp;gt;This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed psychic droner parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, in this case a psychic device that influences organic beings. The other variant, the [[Ship part (defoliator)|defoliator ship]], affects nearby flora.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part contains a hostile psychic device that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a &amp;quot;low&amp;quot; {{Bad|-12}}, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A pawn's individual [[psychic sensitivity]] will modify the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The psychic device is also capable of emitting concentrated bursts of psychic energy, driving all animals in the immediate vicinity insane.{{Check Tag|Detail needed|MtB}}&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-12}}&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-22}}&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-30}}&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-40}}&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general advice on dealing with the guarding mechanoids|Crashed ship parts}}&lt;br /&gt;
The urgency of destroying the psychic droner will depend on the effect it has over colonists, which depends on their individual [[traits]] and [[genes]]{{BiotechIcon}}, but specially on their psychic sensitivity. A colony with high sensitivity pawns ([[highmates]], [[sanguophages]], good [[psycast]]ers{{RoyaltyIcon}}...) will want to get rid of it as soon as possible, while a [[hussar]]-only colony can ignore it indefinitely other than the occasional animal insanity wave. Generally speaking, unmodified baseliners will want to remove it sooner rather than later, as the starting low drone is already significant and it will only get worse.&lt;br /&gt;
&lt;br /&gt;
The dropped advanced component is a notable reward early on. Since crashed ship part incidents are likely to have happened by the point the colony is researching advanced industrial projects, the looted components are helpful and may save a trade trip or at least some money when aiming to build things like [[ground-penetrating scanner]]s before [[Research#Advanced fabrication|Advanced fabrication]] is researched.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
Psychic ship.png| Crashed psychic ship part with some scythers, generated at 500 threat points.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 18]] - AI persona cores can no longer be salvaged by destroying a psychic ship.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=171183</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=171183"/>
		<updated>2025-10-27T17:45:03Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Removed transclusion tags, some common sections will be copied into the specific articles or directed here. Expanded the analysis with updated commentary on kiting/sniping and added the door shot technique as described by MortalSmurph. Added back the version history section with changes that affect all crashed sip part events. Misc. changes to writing and structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Ship part (psychic droner)|psychic]]&amp;quot; or &amp;quot;[[Ship part (defoliator)|defoliator]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Ship parts ===&lt;br /&gt;
{{for|details on each specific ship part|ship part (defoliator)|ship part (psychic droner)}}&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
[[File:Poison ship incoming.png|300px|thumb|right|A ship part and its escort, just before hitting the ground.]]&lt;br /&gt;
[[File:Crashed ship part wake on build radius.png|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone around the mech is highlighted in red.]]&lt;br /&gt;
A group of [[mechanoids]] will land along the the ship to defend it. The size and composition of the group is defined by [[raid points]]. They will spawn in a dormant state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to any sleeping mechanoid. Once awakened, they will usually stand around towards the right side of the ship part. Objects partially blocking that area may cause the mechs to choose another side to idle on. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part is destroyed, however, all remaining mechanoids will switch to attack like a normal raid.&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or anything is built within any 5x5 area centered on each mechanoid, colonists can freely move, work, and even fight nearby fires without disturbing the mechanoids. Since mechanoids are immune to fire, these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken. &lt;br /&gt;
=== Loot ===&lt;br /&gt;
Obtainable loot includes resources yielded by destroying the ship part and processing the defeated [[mechanoid]] corpses and any slag chunks they might drop.&lt;br /&gt;
&lt;br /&gt;
The ship part itself will always drop:&lt;br /&gt;
* {{Icon Small|steel slag chunk||4}} [[steel slag chunk]].&lt;br /&gt;
* {{Icon Small|steel||60}} [[steel]].&lt;br /&gt;
* {{Icon Small|plasteel||10}} [[plasteel]].&lt;br /&gt;
* {{Icon Small|component||1}} [[component]].&lt;br /&gt;
* {{Icon Small|advanced component||1}} [[advanced component]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{for|commentary on each specific ship part|ship part (defoliator)|ship part (psychic droner)}}&lt;br /&gt;
Objects placed or built outside of the &amp;quot;no build zone&amp;quot; will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening. &lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against most mechs, who will not engage in combat unless they spot a target within their pursue range of around 30 tiles. This means [[bolt-action rifle|bolt-action]] and [[sniper rifle]]s can safely take out mechanoids without retaliation. Caution should be taken if [[Centurion]]s, [[Diaboli]] or [[War queen]]s are present {{BiotechIcon}}, as their [[charge blaster turret]] matches the sniper rifle's range and will fire at any target even if the wielding mech itself is not actively engaged in combat.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
There is a strategy involving the doorshot technique that can help immensely with ship parts:&lt;br /&gt;
# Build a long wall on one side of the ship with a short corridor protruding outwards with a door at the end. This shape limits line of sight for the mechs while executing the strategy. Wall stuff is not important, cheap and fast to build materials like wood are recommended.&lt;br /&gt;
# Draft a colonist with a ranged weapon in front of the door. The combination of weapon and door material may make the technique harder or easier to do depending on the weapon's firing cycle and door opening speed. Bolt-action + wood door work well enough.&lt;br /&gt;
# Order the pawn to enter the door and immediately as it starts opening, order them to shoot at the ship part. If done correctly, the pawn will shoot through the door as it waits to close again without going through it.&lt;br /&gt;
# The mechs will awaken and will be targets for allies or other enemies. Otherwise, repeat the steps until the ship part is destroyed to turn the threat into a regular raid. The long wall will provide time for your colonist to run back to base.&lt;br /&gt;
[[File:Crashed ship part Door shot Steps.png|600px|thumb|left|From left to right: 1. Aiming right after opening the door 2. Shooting as the door closes 3. Mechs awakened with no LoS to the shooter, idling on the right]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* After 1.6 (undocumented) [[Version/1.6.4566|1.6.4566]] - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left. As of live [[Version/1.6.4566|1.6.4566]] mechanoids will almost always stand on the right.&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Crashed_ship_part_Door_shot_Steps.png&amp;diff=171182</id>
		<title>File:Crashed ship part Door shot Steps.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Crashed_ship_part_Door_shot_Steps.png&amp;diff=171182"/>
		<updated>2025-10-27T16:21:32Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171124</id>
		<title>Ship part (defoliator)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171124"/>
		<updated>2025-10-27T03:57:17Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Transcluded the remainder text from the original article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (defoliator)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruin&lt;br /&gt;
| image = PoisonShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed defoliator parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, in this case a toxic device that poisons nearby flora. The other variant, the [[Ship part (psychic droner)|psychic droner]], emanates a psychic influence.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, and [[polux tree]]s {{BiotechIcon}}.{{Check Tag|Harbinger/Archean Trees?}}&lt;br /&gt;
&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. &lt;br /&gt;
&lt;br /&gt;
With [[Biotech DLC]] {{BiotechIcon}} the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.&lt;br /&gt;
&amp;lt;gallery heights=250px widths=250px&amp;gt;&lt;br /&gt;
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.&lt;br /&gt;
Poison ship selected.png|Defoliation radius is visible when the ship piece is selected.&lt;br /&gt;
Poison ship 2.jpg|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{:Crashed ship parts}}&lt;br /&gt;
Relatively harmless compared to the psychic ship, if your crops/trees are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
* Note that this event was once called a &amp;quot;'''poison ship'''&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171123</id>
		<title>Ship part (psychic droner)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171123"/>
		<updated>2025-10-27T03:56:09Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Transcluded the remainder text from the original article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (psychic droner)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| image = PsychicShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.&amp;lt;br/&amp;gt;This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed psychic droner parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, in this case a psychic device that influences organic beings. The other variant, the [[Ship part (defoliator|defoliator]], affects nearby flora.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part contains a hostile psychic device that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a &amp;quot;low&amp;quot; {{Bad|-12}}, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A pawn's individual [[psychic sensitivity]] may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The psychic device is also capable of emitting concentrated bursts of psychic energy, driving all animals in the immediate vicinity insane.{{Check Tag|Detail needed|MtB}}&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-12}}&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-22}}&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-30}}&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-40}}&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{:Crashed ship parts}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 18]] - AI persona cores can no longer be salvaged by destroying a psychic ship.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=171122</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=171122"/>
		<updated>2025-10-27T03:53:19Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Moved sections into their own articles (defoliator and psychic droner), added onlyinclude tags for transclusion of remaining text, along some changes to streamline and fit the text better into the child articles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Split|destination=Ship part (psychic droner)|destination2=Ship part (defoliator)|reason=Breaks properties, and they have separate analyses and details with sufficient potential for length to justify the separation - this page can be retained as disambig/general with links to the original page and shared info can be templatised if (and only if) necessary}} &lt;br /&gt;
&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s if the surrounding tiles support fire, lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, &amp;quot;[[Ship part (psychic droner)|psychic]]&amp;quot; or &amp;quot;[[Ship part (defoliator)|defoliator]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In order to remove the effect, the ship part must be destroyed; but, predictably, it's not just as simple as that...&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
[[File:Crashd ship part fire.png|300px|thumb|right|Manually putting out nearby fires does not awaken the sleeping mechanoids.]]&lt;br /&gt;
[[File:Poison ship incoming.png|300px|thumb|right|A defoliator ship and its escort, just before hitting the ground.]]&lt;br /&gt;
[[File:Crashed ship part wake on build radius.png|300px|thumb|right|Planned defenses close to a crashed ship part. The &amp;quot;no build&amp;quot; zone around the mech is highlighted in red.]]&lt;br /&gt;
A group of [[mechanoids]] will land along the the ship to defend it. The size and composition of the group is defined by [[raid points]]. They will spawn in a dormant state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part is destroyed, however, all remaining mechanoids will switch to attack like a normal raid.&lt;br /&gt;
&lt;br /&gt;
As long as nothing is damaged or anything is built within any 5x5 area centered on each mechanoid, colonists can freely move, work, and even fight nearby fires without disturbing the mechanoids. Since mechanoids are immune to fire, these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken. &lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
When destroyed, either variety of ship part leaves:&lt;br /&gt;
* {{Icon Small|steel slag chunk||4}} [[steel slag chunk]].&lt;br /&gt;
* {{Icon Small|steel||60}} [[steel]].&lt;br /&gt;
* {{Icon Small|plasteel||10}} [[plasteel]].&lt;br /&gt;
* {{Icon Small|component||1}} [[component]].&lt;br /&gt;
* {{Icon Small|advanced component||1}} [[advanced component]].&lt;br /&gt;
&lt;br /&gt;
This is in addition to any parts you can salvage from shredding defeated [[mechanoids]].&lt;br /&gt;
&lt;br /&gt;
* '''Minor bug''': When the ship part is selected, there is a greyed-out &amp;quot;[[Deconstruct]]&amp;quot; button that, when mouse-hovered, states ''&amp;quot;You must defeat a mech cluster before you can deconstruct it&amp;quot;'' {{Sic}}. This is misleading, as you cannot &amp;quot;deconstruct&amp;quot; a Crashed Ship Part, and there is no deconstruction return defined in the game code.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Objects placed or built outside of the &amp;quot;no build zone&amp;quot; will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening. &lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defoliator_ships&amp;diff=171119</id>
		<title>Defoliator ships</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defoliator_ships&amp;diff=171119"/>
		<updated>2025-10-27T03:13:44Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Changed the redirect to the new Defoliator page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ship part (defoliator)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Defoliator_ship&amp;diff=171118</id>
		<title>Defoliator ship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Defoliator_ship&amp;diff=171118"/>
		<updated>2025-10-27T03:13:21Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Changed the redirect to the new Defoliator page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ship part (defoliator)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171117</id>
		<title>Ship part (defoliator)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(defoliator)&amp;diff=171117"/>
		<updated>2025-10-27T03:12:38Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Page creation for splitting Crash ship parts article. Fow now, missing some sections to be transcluded. Will edit later once the original article is ready for transclusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (defoliator)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruin&lt;br /&gt;
| image = PoisonShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed defoliator parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, in this case a toxic device that poisons nearby flora. The other variant, the [[Ship part (psychic droner)|psychic droner]], emanates a psychic influence.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This will also kill [[anima tree]]s {{RoyaltyIcon}}, [[gauranlen tree]]s {{IdeologyIcon}}, and [[polux tree]]s {{BiotechIcon}}.{{Check Tag|Harbinger/Archean Trees?}}&lt;br /&gt;
&lt;br /&gt;
The effect has a maximum radius of 100 tiles; the current area of effect can be seen by clicking on the ship part. &lt;br /&gt;
&lt;br /&gt;
With [[Biotech DLC]] {{BiotechIcon}} the ship part will additionally [[Pollution|pollute]] 6 tiles in an expanding circle each day, around a radius of roughly 55 tiles. While the plant kill radius will vastly out-pace the pollution, polluted tiles will remain even after the ship part is destroyed.&lt;br /&gt;
&amp;lt;gallery heights=250px widths=250px&amp;gt;&lt;br /&gt;
Poison ship.png|A recently-arrived defoliator ship part, having defoliated some of its environment.&lt;br /&gt;
Poison ship selected.png|Defoliation radius is visible when the ship piece is selected.&lt;br /&gt;
Poison ship 2.jpg|Once the defoliator ship is deconstructed, growing zones harmed by poison can be replanted.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
{{Check Tag|Section to be transcluded}}&lt;br /&gt;
=== Loot ===&lt;br /&gt;
{{Check Tag|Section to be transcluded}}&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Relatively harmless compared to the psychic ship, if your crops/trees are beyond this range and the mechanoids are not awakened, a defoliator ship can be safely ignored indefinitely. &lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
* Note that this event was once called a &amp;quot;'''poison ship'''&amp;quot;, and references to that may still be seen in the game or this Wiki.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* B19/1.0 - Poison ship part plant-killing circle stops expanding at radius 50.&lt;br /&gt;
* Version 1.1 or prior - '''poison ship''' renamed to '''defoliator ship'''.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? prior to 25/7/20 - Poison/defoliator ship no longer generates snow in the poisoned area.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_ship&amp;diff=171116</id>
		<title>Psychic ship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_ship&amp;diff=171116"/>
		<updated>2025-10-27T03:12:11Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Changed the redirect to the new Psychic ship page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ship part (psychic droner)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171114</id>
		<title>Ship part (psychic droner)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_part_(psychic_droner)&amp;diff=171114"/>
		<updated>2025-10-27T02:54:16Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Page creation for splitting Crash ship parts article. Fow now, missing some sections to be transcluded. Will edit later once the original article is ready for transclusion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Ship part (psychic droner)&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| image = PsychicShip.png&lt;br /&gt;
| description = An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.&amp;lt;br/&amp;gt;This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.&lt;br /&gt;
| size = 6*3&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -200&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| destroyyield = {{Icon Small|steel slag chunk||4}} + {{Icon Small|steel||60}} + {{Icon Small|component||1}} + {{Icon Small|plasteel||10}} + {{Icon Small|advanced component||1}}&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Crashed psychic droner parts''' drop as part of a map [[Event]]. A crashed ship part, accompanied by small [[fire]]s and [[mechanoids]], lands at a random [[roof|unroofed]] location when the event triggers. These ship parts carry one of two negative effects, in this case a psychic device that influences organic beings. The other variant, the [[Ship part (defoliator|defoliator]], affects nearby flora.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
This ship part contains a hostile psychic device that emits a psychic drone that negatively affects the [[mood]] of all humans on the map. This drone begins at a &amp;quot;low&amp;quot; {{Bad|-12}}, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A pawn's individual [[psychic sensitivity]] may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The psychic device is also capable of emitting concentrated bursts of psychic energy, driving all animals in the immediate vicinity insane.{{Check Tag|Detail needed|MtB}}&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-12}}&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-22}}&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-30}}&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-40}}&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoids ===&lt;br /&gt;
{{Check Tag|Section to be transcluded}}&lt;br /&gt;
=== Loot ===&lt;br /&gt;
{{Check Tag|Section to be transcluded}}&lt;br /&gt;
== Analysis ==&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Crashed ship parts not only have a [[Flammability]] of 0%, but also take no damage from attacks with the [[Damage Types|Flame]] damage type. This is in contrast to, for example, a [[stone]] [[wall]] which will not be ignited by [[molotov cocktails]] but will take the 10 flame damage from the initial attack.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 18]] - AI persona cores can no longer be salvaged by destroying a psychic ship.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - [[Mechanoid]]s now immediately spawn in a dormant state around the ship, as opposed to previously when they would spawn only as a result of the ship taking fire. Other than triggering a &amp;quot;Flee&amp;quot; response in your (non-drafted) colonists if they get too close, everything else, including previous strategies for combating them, appears to remain the same since the Mechanoids stay in that dormant state until provoked. It is likely in this update that the no build area was changed - previously the mechs would attack if building or placing an item within bulged rectangle around the ship part, with a base size of {14 wide × 9 high} plus an extra 1×6-tile row along the top/bottom of the ship part and an extra 1×3 column along each side.&lt;br /&gt;
* ? Prior to 2/08/22 - Description changed from &amp;quot;''A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous''&amp;quot; -&amp;gt; &amp;quot;''An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old. This one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.''&amp;quot;&lt;br /&gt;
* After 1.6 (undocumented, likely [[Version/1.6.4566|1.6.4566]]) - Awoken mechs now sometimes stand on the right side of the ship instead of always standing on the left.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ReactUndraftedIgnore.png&amp;diff=171110</id>
		<title>File:ReactUndraftedIgnore.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ReactUndraftedIgnore.png&amp;diff=171110"/>
		<updated>2025-10-26T20:53:18Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Shergoidold uploaded a new version of File:ReactUndraftedIgnore.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon for undrafted colonist behavior - ignore.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Hostility Responses]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ReactUndraftedAttack.png&amp;diff=171109</id>
		<title>File:ReactUndraftedAttack.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ReactUndraftedAttack.png&amp;diff=171109"/>
		<updated>2025-10-26T20:53:05Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Shergoidold uploaded a new version of File:ReactUndraftedAttack.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon for undrafted colonist behavior - attack.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Hostility Responses]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ReactUndraftedFlee.png&amp;diff=171108</id>
		<title>File:ReactUndraftedFlee.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ReactUndraftedFlee.png&amp;diff=171108"/>
		<updated>2025-10-26T20:44:47Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Shergoidold uploaded a new version of File:ReactUndraftedFlee.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon for undrafted colonist behavior - flee.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Hostility Responses]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=171105</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ghoul&amp;diff=171105"/>
		<updated>2025-10-26T12:50:40Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Genetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{infobox main|entity&lt;br /&gt;
| name = Ghoul&lt;br /&gt;
| image = Ghoul.png&lt;br /&gt;
| description = Ghouls are engineered murder machines, twisted by dark psychic influences.&amp;lt;br&amp;gt;Ghouls are very dangerous in melee combat. However, the process of their creation leaves them incapable of higher levels of thought, preventing them from holding weapons or tools. They cannot work and outside combat they wander in a half-conscious stupor.&amp;lt;br&amp;gt;Many people find the constant twitching of ghouls disturbing.&lt;br /&gt;
More disturbing is their dependence on raw meat. If they go hungry they will turn hostile, even attacking their creators to sate their hunger.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| type2 = Basic&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| baseleatheramount = 75&lt;br /&gt;
| min comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}-40}}&lt;br /&gt;
| max comfortable temperature = {{#expr: {{Q|Human|Min Comfortable Temperature}}+40}}&lt;br /&gt;
| marketvalue = 275&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 1&lt;br /&gt;
| diet = raw meat and corpses&lt;br /&gt;
| leathername = Human leather&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| packanimal = No&lt;br /&gt;
| psychic sensititvity = 0&lt;br /&gt;
| pain factor = 0&lt;br /&gt;
| max nutrition = 2&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ghoul infusion&lt;br /&gt;
| resource 1 = Shard&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| minimum containment strength = 35&lt;br /&gt;
| anomaly knowledge = 1.5 &amp;lt;!-- 1 from human + 0.5 offset --&amp;gt;&lt;br /&gt;
| knowledge category = Basic&lt;br /&gt;
| study interval = 120000&lt;br /&gt;
| gets cold containment bonus = true&lt;br /&gt;
| min monolith level for study = 1&lt;br /&gt;
| base escape interval MTB days = 120&lt;br /&gt;
&amp;lt;!-- Pawn Stats --&amp;gt;&lt;br /&gt;
| combatPower = 90&lt;br /&gt;
&amp;lt;!--|maturityage = 18--&amp;gt;&lt;br /&gt;
| attack1dmg = 8.2&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8.2&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| attack4part = teeth&lt;br /&gt;
| attack4type = Bite&lt;br /&gt;
| attack4dmg = 8.2&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4chancefactor = 0.5&lt;br /&gt;
| attack5part = left claw&lt;br /&gt;
| attack5type = Scratch&lt;br /&gt;
| attack5dmg = 7.0&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5chancefactor = 1.5&lt;br /&gt;
| attack6part = right claw&lt;br /&gt;
| attack6type = Scratch&lt;br /&gt;
| attack6dmg = 7.0&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6chancefactor = 1.5&lt;br /&gt;
&amp;lt;!-- Doesn't work --&amp;gt;&lt;br /&gt;
| attack7dmg = 8.2&lt;br /&gt;
| attack7type = Bite&lt;br /&gt;
| attack7cool = 2&lt;br /&gt;
| attack7part = teeth&lt;br /&gt;
| attack7chancefactor = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Ghouls''' are [[human]]s that have been warped into powerful, twisted combat [[entities]] with very few needs. Ghouls can appear as enemy units or be created by the player as part of the colony. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Ghouls can appear in games with the AI storyteller's [[AI Storytellers#Monolith setting|monolith setting]] set to either &amp;quot;Standard with Monolith&amp;quot; and the &amp;quot;Ambient Horror&amp;quot; enabled. &amp;quot;The Anomaly&amp;quot; starting [[Scenario_system#Default_Scenarios|scenario]] begins the player with one friendly player-controlled ghoul.&lt;br /&gt;
&lt;br /&gt;
Wild ghouls can be encountered as a [[Entities#Basic|basic entity]] at any level of [[void monolith]] activity, meaning the monolith does not have to have been interacted with for them to appear. Any ghoul encountered in the wild will be permanently hostile to the player. These ghouls can be captured for study or to extract [[bioferrite]] from, like any other entity. Capturing a wild ghoul alive can be difficult, as they cannot be downed by [[pain]] and psychic weaponry is ineffective.&lt;br /&gt;
&lt;br /&gt;
Once a ghoul has been encountered, the [[Ghoul infusion (research)|ghoul infusion]] research project becomes available. After completing the research, the player can schedule the ghoul infusion operation on any colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}} for {{Icon Small|Bioferrite||30}} [[bioferrite]] and {{Icon Small|Shard||1}} [[shard]], permanently turning that pawn into a ghoul. Regardless of whether the pawn was a member of your colony, they will be under the player's control once the operation is completed - there is no need to recruit them beforehand.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A ghoul is a colonist that is limited to only melee combat. They cannot wield [[weapons]] or [[apparel]], do any work, take [[drugs]] or use any special abilities they would have in life. Ghouls can be restricted to [[zones]] and [[drafted]] like normal colonists. In combat, they can be directly commanded to melee attack or use the ability provided by ghoul-specific body parts. Ghouls will fight adjacent [[fire]]s, but do not seek out fires to extinguish. All ghouls are [[incapable|capable]] of violence no matter their [[backstories]], [[traits]], or [[genes]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Properties ===&lt;br /&gt;
Ghouls do not age at all, even if not yet at maturity. Note that this means that ghouls created from younger pawns will never have the full [[body size]] and body part health of an adult. They retain most properties they had in life:&lt;br /&gt;
* [[Melee]] and [[Shooting]] skills (even though ghouls can't shoot) and passions are retained. Other skills and passions are disabled.&lt;br /&gt;
* [[Traits]] and [[backstories]] are retained, which can cause a ghoul to be incapable of firefighting.&lt;br /&gt;
* Some hediffs are retained, including [[void touched]]. [[Luciferium]] need and the luciferium hediffs are ''not'' retained. {{Check Tag|Check|What is the full list of hediffs that are retained and aren't?}}&lt;br /&gt;
* Body types and non-cosmetic [[genes]]{{BiotechIcon}} are retained. After converted, they can still undergo gene extraction or be implanted with new [[xenogerm]]{{BiotechIcon}}.&lt;br /&gt;
* The natural attacks of a human are retained, but ghouls also gain a left and right claw attack and an additional bite attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls have 100% [[vacuum resistance]]{{OdysseyIcon}}, meaning they can survive in space.&lt;br /&gt;
&lt;br /&gt;
All ghouls are given two hediffs that implement the majority of the stat changes experienced by ghouls. These hediffs are &amp;quot;Ghoul&amp;quot; and &amp;quot;Regeneration&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Ghoul:'''&lt;br /&gt;
* [[Pain]]: '''×0%'''&lt;br /&gt;
* [[Max Nutrition]]: 2&lt;br /&gt;
* [[Psychic sensitivity]]: '''×0%'''&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{Temperature|40||delta}}}}&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{Temperature|40||delta}}}}&lt;br /&gt;
* Minimum Containment Strength: {{++|35}}&lt;br /&gt;
* [[Talking]]: {{Bad|x0%}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration:'''&lt;br /&gt;
* Regenerate 100 HP/day&lt;br /&gt;
&lt;br /&gt;
Separate from these hediffs, ghouls also don't bleed when injured. The regeneration hediff will heal any wound, including missing limbs or scars that the ghoul has, at a rate of 0.1 HP/{{Ticks|60}}. Ghoul regeneration heals wounds in the order they were received, one wound at a time, until that wound is fully healed. The one exception is fully missing body parts: these will be converted into a generic &amp;quot;wound&amp;quot; and healed after all other injuries. Regeneration prevents wounds from scarring, even eye and brain injuries that would otherwise always scar, but does not prevent or cure [[trauma savant]]. Note that if the ghoul regeneration has already began to heal the missing body part when another injury is dealt, it will not switch targets; it will continue to heal the missing limb once it has begun.&lt;br /&gt;
&lt;br /&gt;
Ghoul regeneration is separate from a pawn's normal [[Injury#Healing Rate|healing rate]]. The ghoul continues to heal the same as a regular pawn, separate from ghoul regeneration. As with normal human pawns, a ghoul's ''natural'' healing is affected by [[genes]]{{BiotechIcon}}, [[healing enhancer]]s{{RoyaltyIcon}}, and [[juggernaut serum]]{{AnomalyIcon}}. Ghoul regeneration is ''not'' affected by these factors. See [[Injury#Healing|healing]] for more information on healing mechanics for all pawns.&lt;br /&gt;
&lt;br /&gt;
A ghoul won't get sick like a regular pawn from [[infection]] or other diseases. They are immune to rotstink gas, but not tox gas or toxic buildup. &lt;br /&gt;
&lt;br /&gt;
=== Needs ===&lt;br /&gt;
Ghouls can only eat raw [[meat]] and fresh [[corpse]]s. They will automatically try to eat available food in their assigned zone. Friendly ghouls that are not fed will eventually{{Check Tag|When?}} go berserk, betraying the colony and never becoming friendly again. Once their food need reaches 0, a hidden meat hunger hediff will be applied and worsen over roughly 24 hours. The more extreme this hediff is, the more likely the ghoul will betray.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Other than food, ghouls have no other needs, [[mood]], or relationships. Other needs created by genes or addiction will be disabled. They can't have [[mental break]]s and won't be counted as a colonist for things like pawn death, the [[recluse]] trait{{BiotechIcon}} or [[diversity of thought]] precepts{{IdeologyIcon}}. They also can't be part of any kind ritual.  Despite the in-game description, colonists do not gain negative mood for being near a friendly ghoul. However, they will experience a negative mood if a loved one becomes a ghoul or spawns as a ghoul.{{Check Tag|Detail needed|Minimum exact causes and use of Template:Thought}}&lt;br /&gt;
&lt;br /&gt;
Captured ghouls do not require food.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul-specific upgrades ===&lt;br /&gt;
Ghouls can have all types of normal human body parts installed. However, there are also some ghoul-specific upgrades available by researching [[Research#Ghoul_enhancements|ghoul enhancements]] in the Anomaly tech tree:&lt;br /&gt;
&lt;br /&gt;
* [[Adrenal heart]]: Passively increases hunger and grants an ability to gain a burst of {{Good|x0.7}} attack cooldown and {{Good|+4.00}} movement speed for 15 seconds. The cooldown is 29.17 seconds.&lt;br /&gt;
* [[Corrosive heart]]: Allows the ghoul to spew acid on a 2 hour cooldown, but only has 85% part efficiency.&lt;br /&gt;
* [[Ghoul barbs]]: Increases melee damage by {{Good|x150%}} at the cost of {{Bad|-0.25}} speed.&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] {{Good|x0.5}} at the cost of {{Bad|-0.75}} speed. &lt;br /&gt;
* [[Metalblood heart]]: On a 6 hour cooldown, gain the [[Hediffs#Metalblood|metalblood hediff]] for 40 seconds, which gives {{Good|x50%}} damage resistance and {{Bad|x400%}} fire and burn vulnerability. This hediff does not stack with the [[metalblood serum]].&lt;br /&gt;
* [[Blood warmer]]: A prosthetic that actively heats the ghoul's blood. Lowers Min Comfortable Temperature to {{Good|{{Temperature|-26||delta}} }}.&lt;br /&gt;
&lt;br /&gt;
Ghouls can be administered [[serums]] including their exclusive [[ghoul resurrection serum]], but not drugs. They aren't affected by any mood effect from a serum.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=Cleanup/redundancy. Also tentacle strat should be represented in tables, not just wooden hand}}&lt;br /&gt;
Ghouls are very powerful guard dogs and melee attackers:&lt;br /&gt;
* With melee upgrades of [[ghoul barbs]], [[power claw]]s, [[juggernaut serum]], and the [[strong melee damage]] gene, their attacks will destroy any body part of any human they hit (no matter the armor), frequently one-hit killing enemies in [[cataphract armor]].&lt;br /&gt;
* With metabolic upgrades of [[nuclear stomach]], +5 metabolic efficiency, and [[robust digestion]] gene, they need less than 4 twisted meat per day to survive.&lt;br /&gt;
* Due to their regeneration and the affordability of [[ghoul resurrection serum]], it's safe to use ghouls as tanks, or even let them die in combat.&lt;br /&gt;
Converting a colonist into a ghoul is a good way to make use of an otherwise terrible pawn or a colonist you can't save from death. The converted ghoul will quickly regrow lost limbs and remove detrimental health conditions.&lt;br /&gt;
&lt;br /&gt;
A ghoul makes excellent bait to lure [[sightstealer]]s, as they can remain patrolling outside forever.&lt;br /&gt;
&lt;br /&gt;
While requiring direct control, ghouls can still help with some work in colony. While drafted they can be used to hunt animals (though they will not carry the corpses back). They can also be used to fight fires. In the [[Scenario_system#The Anomaly|Anomaly starting scenario]], the ghoul allows you to skip early defences, indirectly reducing amount of work that needs to be done. &lt;br /&gt;
&lt;br /&gt;
Be especially careful when engaging enemy ghouls in melee combat. They cannot be downed due to pain, so they will fight much longer than regular human raiders.&lt;br /&gt;
&lt;br /&gt;
Ghouls can benefit from the [[frenzy inducer]] and the [[Pollution stimulus (gene)|pollution stimulus]] gene.{{BiotechIcon}} You can build a room with pollution and a frenzy inducer for your ghouls to take advantage of their effects. Additionally, this can double as a freezer for your [[twisted meat]], a containment cell for the [[fleshmass nucleus]], and a frostbite chamber for [[toughspike]]s.&lt;br /&gt;
&lt;br /&gt;
=== Hunger management ===&lt;br /&gt;
Hunger is the primary cost of ghouls and their inability to eat anything but raw meat and corpses means that traditional sources of nutritional efficiency are unavailable. However, with some upgrades, ghouls require less resources to maintain than humans in every way. These are:&lt;br /&gt;
&lt;br /&gt;
* The [[nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] which multiplies [[hunger rate]] by {{Good|x25%}}. Note that [[cancer]], the primary downside of the nuclear stomach, is not a concern for ghouls.&lt;br /&gt;
* The [[robust digestion]] gene:{{BiotechIcon}} A gene that multiplies the nutrition gained from raw meat, but not corpses, by {{Good|x1.8}}.&lt;br /&gt;
* A [[metabolic efficiency]] of 5+:{{BiotechIcon}} This multiplies [[hunger rate]] by {{Good|x50%}}.&lt;br /&gt;
&lt;br /&gt;
These stack to make for a ghoul that only requires as little as {{Icon Small|Meat||{{#expr: ({{Q|Ghoul|Real Hunger Rate}}*0.25&amp;lt;!--Nuclear stomach--&amp;gt;*0.5&amp;lt;!--Metabolic efficiency of 5+--&amp;gt;)/({{Q|Meat|Nutrition}}*1.8 &amp;lt;!--Robust digestion--&amp;gt;) round 2}}}} [[meat]] per day and significantly increases the time that can be safely spent between meals.&lt;br /&gt;
&lt;br /&gt;
Ideally, all corpses should be butchered by a competent cook for maximum nutrition, but preventing beserking is more important.&lt;br /&gt;
&lt;br /&gt;
Ghouls made from [[body mastery]] [[creepjoiner]]s don't need to eat at all. However, this significantly reduces the [[trait]] options available for the sake of removing an almost negligible cost in the mid- and late-game.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
Due to their massive improvement to resilience and damage, [[ghoul barbs]] and [[ghoul plating]] are essential upgrades for ghouls. For the heart upgrade, get the [[metalblood heart]] if you don't plan to produce [[metalblood serum]]s. But if you do, instead upgrade your ghoul with the [[adrenal heart]] to improve combat power or the [[corrosive heart]] for the painful [[acid spray]] attack.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make effective use of [[body part weapons]]. As they cannot hold conventional weapons, implanted weaponry offers them a powerful upgrade, and in combination with [[ghoul barbs]] ghouls offer {{DPS}} comparable to high-tier melee options. The ghoul can then be enhanced similarly to other melee pawns, such as with [[juggernaut serum]] and the [[strong melee damage]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Power claw]]s offer the highest damage, albeit with a small [[moving]] penalty per claw. Note that combining one power claw and a [[flesh tentacle]] on the other arm will result in the same base {{DPS}} as two power claws while retaining more of the pawn's moving capacity due to how the melee verb system selects and disregards certain attacks. The {{DPS}} is higher due to the manipulation bonus to [[melee hit chance]] from the tentacle. A similar effect can be obtained by replacing the other hand with a [[wooden hand]] instead of the tentacle; however, it will likely slightly reduce melee hit chance due to the hand's manipulation penalty - the {{DPS}} is still close to that of two claws. Other hand and arm replacements will not work. &lt;br /&gt;
&lt;br /&gt;
[[Flesh whip]]s come in a close second in term of {{DPS}} and offer no moving penalty. The above strategy of combining with a flesh tentacle for superior {{DPS}} also applies to the flesh whip, but with no penalties there is no reason to combine it with a wooden hand unless another flesh whip and a flesh tentacle are both unavailable. Note that while the flesh whip has superior base {{AP}} to the power claw, its {{AP}} is not affected by the [[melee damage factor]] (MDF) of the ghoul, meaning any MDF of {{#expr: {{Q|Flesh whip|Attack 1 AP}}/{{Q|Power claw|Attack 1 AP}} * 100 round 0}}% or more will result in the power claw having more {{AP}}. Ghoul barbs and the strong melee damage gene{{BiotechIcon}} result in an MDF of 225%.&lt;br /&gt;
&lt;br /&gt;
Because installing ghoul enhancements does not require any medicine and there isn't any chance of the ghoul dying, you can set up a system to increase your doctors' medical skills very quickly and cheaply. By getting two different types of ghoul heart enhancements, you can swap out one for the other repeatedly to quickly gain large amounts of medical points. One requirement is that your colonist must have a medical skill of 4, but you can get to this level with relatively low amounts of medicine by installing and removing peg legs on your ghouls; keep in mind that a ghoul takes a long time to regenerate a leg because of all the components.&lt;br /&gt;
&lt;br /&gt;
Note that ghouls cannot be targeted by the [[twisted obelisk]], and so flesh parts should be acquired before ghoulification occurs. Afterwards, only flesh tentacles are accessible through [[unnatural healing]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul melee damage at melee level 20 and no other hediff or gene&lt;br /&gt;
|-&lt;br /&gt;
! Upgrades !! Move Speed !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| None || 4.6 c/s || 3.29 || 11%&lt;br /&gt;
|-&lt;br /&gt;
| 1 Power claw || 4.23 c/s || 8.28 || 28%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Flesh whips || 4.6 c/s || 9.22 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Power claw + Wooden hand || 4.23 c/s || 9.64 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| 2 Power claws || 3.86 c/s || 9.90 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 1 Power claw || 4.00 c/s || 12.42 || 41%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Flesh whips || 4.35 c/s || 13.84 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + Power claw + Wooden hand || 4.00 c/s || 14.45|| 49%&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul barbs + 2 Power claws || 3.65 c/s || 14.85 || 49%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 1 Power claw || 4.46 c/s || 27.72 || 92%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Flesh whips || 4.85 c/s || 31.13 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + Power claw + Wooden hand || 4.46 c/s || 32.52 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| Barbs + Juggernaut + Strong Melee Damage{{BiotechIcon}} + 2 Power claws || 4.07 c/s || 33.52 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Genetics ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Ghouls primarily benefit from genes that improve their [[Incoming Damage Multiplier]], melee skill and damage, movement speed, and achieving a good metabolic rate to reduce meat consumption. Ghouls will inherit genes from their underlying xenotypes, meaning that some make for better ghoul candidates than others. &lt;br /&gt;
&lt;br /&gt;
Below are ''all'' genes that have positive effects on ghouls. Other genes either have negative effects, no effects, or only positive in term of metabolic efficiency.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Good Genes&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Improves !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust]] || {{Good|x75%}} [[Incoming Damage Multiplier]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Reduces damage taken by ghouls, improving their capability to soak incoming damage for longer.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee damage]] || {{Good|x150%}} [[Melee Damage Factor]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increases damage dealt by ghouls&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked speed]] || {{Good|+0.1}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Slight increase to movement speed while giving free metabolic efficiency&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast runner]] || {{Good|+0.2}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Double the movement speed bonus of Naked Speed&lt;br /&gt;
|-&lt;br /&gt;
| [[Very fast runner]] ||{{Good|+0.4}} [[Movement speed]] ||style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-5}} || Huge increase to movement speed, but very metabolically costly.&lt;br /&gt;
|-&lt;br /&gt;
| [[Strong melee]] || [[Melee]] Skill {{Good|+4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Improves Melee skill which boosts melee hit chance and melee dodge chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Great melee]] || [[Melee]] Skill {{Good|+8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Larger Improvement to Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Unstoppable]] || [[Stagger Time Multiplier]] {{Good|x0%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Removes stagger from receiving damage&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire resistant]] || [[Flammability]] {{Good|x10%}}, [[Flame]] damage {{Good|x25%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Resist flame damage and avoid being set on fire&lt;br /&gt;
|-&lt;br /&gt;
| [[Partial antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+50%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resist toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Total antitoxic lungs]] || [[Toxic Environment Resistance]] {{Good|+100%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Immune to toxic fallout and tox gas&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Cold super-tolerant]] || [[Minimum Comfortable Temperature]] {{Good|−20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to hypothermia&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+10 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Heat super-tolerant]] || [[Maximum Comfortable Temperature]] {{Good|+20 °C (36 °F)}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Larger resistance to heatstroke&lt;br /&gt;
|-&lt;br /&gt;
| [[Robust digestion]] || [[Raw Nutrition Multiplier]] {{Good|x180%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-2}} || Increase nutrition given by raw meat&lt;br /&gt;
|-&lt;br /&gt;
| [[Elongated fingers]] || [[Manipulation]] {{Good|x110%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation, which affects melee hit chance&lt;br /&gt;
|-&lt;br /&gt;
| [[Smooth tail]] || [[Manipulation]] {{Good|+5%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Slightly increase manipulation&lt;br /&gt;
|-&lt;br /&gt;
| [[Superfast wound healing]] || [[Injury Healing Factor]] {{Good|x400%}} || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-3}} || Quadruple the normal healing factor to roughly 25 HP/day&lt;br /&gt;
|-&lt;br /&gt;
| [[Pollution stimulus (gene)|Pollution stimulus]] || Up to [[consciousness]] {{Good|+5%}} and [[move speed]] {{Good|x120%}}  || style=&amp;quot;text-align:center;&amp;quot; | {{Bad|-1}} || Speed boost when exposed to pollution&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many genes whose negative effects don't affect ghouls at all; thus they can be used to improve their metabolic efficiency. Some of the notable genes are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Free Metabolic Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! Gene !! Changes !! Metabolic Cost !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[Awful animals|Awful Skill]] || Skill {{Bad|-8}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls only use Melee skill, any other skill can be ignored&lt;br /&gt;
|-&lt;br /&gt;
| [[Poor animals|Poor Skill]] || Skill {{Bad|-4}} || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls only use Melee skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper-aggressive]] || Mental Breaks and Social Fights  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Aggressive]] || Mental Breaks and Social Fights || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't social fight or have mental break&lt;br /&gt;
|-&lt;br /&gt;
| [[Very sleepy]] || Sleep Fall Rate || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleepy]] || Sleep Fall Rate  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't need rest&lt;br /&gt;
|-&lt;br /&gt;
| [[Very unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+5}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Unhappy]] || Mood Penalty  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} || Ghouls are unaffected by mood penalties&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathrest]] || Need for deathrest || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need deathrest&lt;br /&gt;
|-&lt;br /&gt;
| [[Hemogen drain]] || {{Bad|−8}} Hemogen per day || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+6}} || Ghouls don't need hemogen&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrophobia]] || [[Mental_break#Fleeing_fire|Fleeing fire]] mental break  || style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have mental breaks&lt;br /&gt;
|-&lt;br /&gt;
| [[Kill thirst]] || Causes need to kill humanoids|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+4}} || Ghouls don't have needs beyond hunger&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra pain]] || Increases pain|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls don't feel pain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nearsighted]] || Decreases shooting accuracy|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls can't shoot&lt;br /&gt;
|-&lt;br /&gt;
| [[Weak immunity]] || More likely to die from diseases|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls are immune to diseases&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically deaf]] || Psychic sensitivity {{Down|-100%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+2}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychically dull]] || Psychic sensitivity {{Down|-50%}}|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+1}} || Ghouls have no psychic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| [[Genes#Drugs|Drug dependency]] || Need for a specific drug|| style=&amp;quot;text-align:center;&amp;quot; | {{Good|+3}} or {{Good|+4}} || Ghouls have no drug needs and can't take drugs&lt;br /&gt;
|}&lt;br /&gt;
==== Archite genes ====&lt;br /&gt;
Archite genes are generally not worth adding to a ghoul xenogerm. The benefits of [[Scarless]], [[Non-senescent]], [[Ageless]] and [[Perfect immunity]] are redundant in a ghoul. [[Gene implanter]] cannot be activated from ghouls. [[Deathless]] could be considered before having access to ghoul resurrection serums, but once the serums are available their shorter coma period is preferable. [[Archite metabolism]] can be an option if not enough positive metabolism genes have been yet gathered, but maximum metabolism efficiency can be eventually achieved while using all the beneficial genes. The main draws of [[Breathless]] on ghouls are the bonus to minimum comfortable temperature and immunity to tox gas, as ghouls are already immune to vacuum exposure. However toxic buildup and gas immunity can also be achieved by a combination of [[Genes#Resistance and sensitivity|toxic resistance genes]] and [[detoxifier lung]]s. The temperature bonus could have an use when stacked will all other genes that improve cold resistance for ghouls in polar biomes or orbit, but those require more metabolism points that could be spent on more impactful genes. For cold protection blood warmers are cheaper and more accesible for a miniscule DPS penalty.&lt;br /&gt;
&lt;br /&gt;
=== Medical quirks ===&lt;br /&gt;
Because ghouls rapidly regenerate their organs, you can harvest their organs before turning them into a ghoul:&lt;br /&gt;
* Harvesting a spare [[lung]] and [[kidney]] is possible for normal pawns.&lt;br /&gt;
** You can harvest all six organs from a [[sanguophage]].&lt;br /&gt;
** If you have a [[detoxifier lung]] and [[detoxifier kidney|kidney]], you can install them to the pawn and harvest the second natural lung and kidney. After the ghoul has finished regenerating one of each organ, you can then safely remove the artificial organs.&lt;br /&gt;
** By spending a [[ghoul resurrection serum]] afterwards, you can also harvest the [[heart]] in the same manner as above.&lt;br /&gt;
* Ghouls can still have genes implanted or harvested.&lt;br /&gt;
&lt;br /&gt;
Becoming a ghoul does not remove [[hediffs#duplicate sickness|duplicate sickness]], [[paralytic abasia]], [[cirrhosis]] or [[lung rot]]. However, if you then kill the ghoul and revive them with a ghoul resurrection serum, it will remove the sickness but not the paralytic abasia or the cirrhosis. Lung rot can be &amp;quot;cured&amp;quot; by removing one lung at a time and letting them regenerate.&lt;br /&gt;
&lt;br /&gt;
=== The ideal ghoul ===&lt;br /&gt;
Here is a setup for an ideal ghoul. The following features are very hard to achieve; but once achieved, they can be duplicated using the [[Corrupted obelisk]] any number of times:&lt;br /&gt;
* [[Void touched]]: available during the [[Endings#The Void|Anomaly ending]], gives 100 hp/day regeneration on top of ghoul regeneration and natural generation.&lt;br /&gt;
* Level 20 melee skill: massively improves melee hit and dodge chance.&lt;br /&gt;
* All keystone and good genes listed above. Other metabolically-efficient genes should be included to bring the efficiency up to +5.&lt;br /&gt;
* [[Tough]] trait: [[Incoming Damage Multiplier]] x50%.&lt;br /&gt;
* [[Jogger]] trait: [[Move Speed]] +0.4.&lt;br /&gt;
* [[Nimble]] trait: [[Melee Dodge Chance]] +15. This gives a small increase in the final melee dodge chance.&lt;br /&gt;
* [[Trauma savant]]: arguably the hardest to achieve, while only giving a very small improvement for melee hit chance.&lt;br /&gt;
* [[Fleshmass lung]]: will give some tox resistance for the ghoul if you don't install detoxifier lungs for them.&lt;br /&gt;
* [[Flesh whip]]: will give some melee damage for the ghoul if you don't install a [[power claw]].&lt;br /&gt;
&lt;br /&gt;
Once you have a colonist or slave with these features, duplicate them using the [[corrupted obelisk]] and turn the duplicate into a ghoul, keeping the original. The ghouls can have these body parts installed to upgrade them further:&lt;br /&gt;
* [[Ghoul plating]]: [[Incoming Damage Multiplier]] x50%, while [[Move Speed]] -0.7.&lt;br /&gt;
* [[Ghoul barbs]]: [[Melee Damage Factor]] x150%, while [[Move Speed]] -0.25.&lt;br /&gt;
* [[Adrenal heart]]: gives a massive buff for move speed and melee damage when used.&lt;br /&gt;
* [[Power claw]]s, or power claw and wooden hand: greatly improves a ghoul's melee damage. This is optional if the ghoul already has 2 flesh whips.&lt;br /&gt;
* [[Detoxifier lung]]s: gives tox resistance and a slight boost for move speed.&lt;br /&gt;
* [[Nuclear stomach]]: Food Consumption x25%.&lt;br /&gt;
* [[Stoneskin gland]]: sharp armor +70%, blunt armor +30%, heat armor +50% while moving x85%. This will also be the final armor values of the ghoul.&lt;br /&gt;
* Regular [[juggernaut serum]] administering: [[Move speed]] +0.5, [[Melee Damage Factor]] x150%, [[Injury Healing Factor]] x200%.&lt;br /&gt;
* [[Metalblood serum]] administering: [[Incoming Damage Multiplier]] x50%, while flame and burn weakness x400%. The flame weakness is cancelled out by the fire resistant gene.&lt;br /&gt;
* [[Frenzy inducer]]'s field: +0.4 move speed.&lt;br /&gt;
* Pollution stimulus: x120% move speed.&lt;br /&gt;
* [[Healing enhancer]]: natural healing factor x150%.&lt;br /&gt;
* Bionic eyes and legs: improve melee hit and dodge change, and also move speed. These can also be skipped without reducing the power of the ghoul by much. Archotech eyes and legs could be used instead, but the sheer amount of punishment you will likely have your ghoul be taking means that they will break eventually. Giving them to a ranged pawn to help them better support the ghoul is a better use of resources. &lt;br /&gt;
&lt;br /&gt;
Note that power claws, bionic eyes, and bionic legs may be destroyed in combat if they take too much damage, so be ready to replace them if you decide to give them to the ghoul. Other body parts are less likely to be lost as the ghoul are more likely to be downed or die before that. Overall, the ghoul would have these stats:&lt;br /&gt;
* Daily Food Consumption 0.32 with Raw Food Multiplier x180%: this means they need only 3-4 twisted meat per day to live.&lt;br /&gt;
* Healing 200 hp/day, plus roughly 96 hp/day (208 HP/day when lying on hospital bed) from the 800% Injury Healing Factor and 150% Natural Healing Factor.&lt;br /&gt;
* Incoming Damage Multiplier 9.4%: this improves the amount of damage ghouls can take by over 10 times, which means it can take roughly 2925 damage points/day, or 2.9 points/s (after armor and melee dodge) just to negate the healing effect of the ghoul. In practice, the ghoul can fight an infinite number of [[chimera]]s one at a time.&lt;br /&gt;
* Melee Dodge Chance 38%.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
As mentioned above, there are multiple choices for the weapon, each with its own tradeoff between damage and move speed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Ghoul weapon combos&lt;br /&gt;
|-&lt;br /&gt;
! Weapons !! Move speed !! Move speed (ghoul frenzy) !! Melee hit damage !! Melee DPS !! Melee AP&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[flesh whip]]s || 6.93 c/s || 12.02 c/s || 69.19 || 32.07 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| 1 [[power claw]] + 1 [[wooden hand]] || 6.47 c/s || 11.23 c/s || 74.25 || 34.39 || 111%&lt;br /&gt;
|-&lt;br /&gt;
| 2 [[power claw]]s || 6.08 c/s || 10.55 c/s || 74.25 || 34.41 || 111%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;!-- Ordered top down visually, unless there would be another preferred format --&amp;gt;&lt;br /&gt;
=== Hairs ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoul Hair Furious south.png|Furious, facing south&lt;br /&gt;
Ghoul Hair Furious east.png|Furious, facing east&lt;br /&gt;
Ghoul Hair Furious north.png|Furious, facing north&lt;br /&gt;
Ghoul Hair Hungry south.png|Hungry, facing south&lt;br /&gt;
Ghoul Hair Hungry east.png|Hungry, facing east&lt;br /&gt;
Ghoul Hair Hungry north.png|Hungry, facing north&lt;br /&gt;
Ghoul Hair Ravenous south.png|Ravenous, facing south&lt;br /&gt;
Ghoul Hair Ravenous east.png|Ravenous, facing east&lt;br /&gt;
Ghoul Hair Ravenous north.png|Ravenous, facing north&lt;br /&gt;
Ghoul Hair Twisted south.png|Twisted, facing south&lt;br /&gt;
Ghoul Hair Twisted east.png|Twisted, facing east&lt;br /&gt;
Ghoul Hair Twisted north.png|Twisted, facing north&lt;br /&gt;
Ghoul Hair Vengeful south.png|Vengeful, facing south&lt;br /&gt;
Ghoul Hair Vengeful east.png|Vengeful, facing east&lt;br /&gt;
Ghoul Hair Vengeful north.png|Vengeful, facing north&lt;br /&gt;
Ghoul Hair Warped south.png|Warped, facing south&lt;br /&gt;
Ghoul Hair Warped east.png|Warped, facing east&lt;br /&gt;
Ghoul Hair Warped north.png|Warped, facing north&lt;br /&gt;
Ghoul Hair Wicked south.png|Wicked, facing south&lt;br /&gt;
Ghoul Hair Wicked east.png|Wicked, facing east&lt;br /&gt;
Ghoul Hair Wicked north.png|Wicked, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heads ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Head Heavy south.png|Heavy, facing south&lt;br /&gt;
Ghoulskin Head Heavy east.png|Heavy, facing east&lt;br /&gt;
Ghoulskin Head Heavy north.png|Heavy, facing north&lt;br /&gt;
Ghoulskin Head Narrow south.png|Narrow, facing south&lt;br /&gt;
Ghoulskin Head Narrow east.png|Narrow, facing east&lt;br /&gt;
Ghoulskin Head Narrow north.png|Narrow, facing north&lt;br /&gt;
Ghoulskin Head Normal south.png|Normal, facing south&lt;br /&gt;
Ghoulskin Head Normal east.png|Normal, facing east&lt;br /&gt;
Ghoulskin Head Normal north.png|Normal, facing north&lt;br /&gt;
Ghoulskin Head Wide south.png|Wide, facing south&lt;br /&gt;
Ghoulskin Head Wide east.png|Wide, facing east&lt;br /&gt;
Ghoulskin Head Wide north.png|Wide, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ghoulskin Fat south.png|Fat, facing south&lt;br /&gt;
Ghoulskin Fat east.png|Fat, facing east&lt;br /&gt;
Ghoulskin Fat north.png|Fat, facing north&lt;br /&gt;
Ghoulskin Female south.png|Female, facing south&lt;br /&gt;
Ghoulskin Female east.png|Female, facing east&lt;br /&gt;
Ghoulskin Female north.png|Female, facing north&lt;br /&gt;
Ghoulskin Hulk south.png|Hulk, facing south&lt;br /&gt;
Ghoulskin Hulk east.png|Hulk, facing east&lt;br /&gt;
Ghoulskin Hulk north.png|Hulk, facing north&lt;br /&gt;
Ghoulskin Male south.png|Male, facing south&lt;br /&gt;
Ghoulskin Male east.png|Male, facing east&lt;br /&gt;
Ghoulskin Male north.png|Male, facing north&lt;br /&gt;
Ghoulskin Thin south.png|Thin, facing south&lt;br /&gt;
Ghoulskin Thin east.png|Thin, facing east&lt;br /&gt;
Ghoulskin Thin north.png|Thin, facing north&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Ghouls cannot get pregnant through any method. A pregnant pawn that is turned into a ghoul will have the pregnancy removed. A pawn that is in labor when being turned into a ghoul will have the labor hediff removed, but a non-ghoul baby will also be produced normally.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|entity|wide}}&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wasters&amp;diff=171059</id>
		<title>Wasters</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wasters&amp;diff=171059"/>
		<updated>2025-10-26T01:16:50Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Verification and version history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|xenotype&lt;br /&gt;
| name = Waster&lt;br /&gt;
| image = Waster.png&lt;br /&gt;
| description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.&amp;lt;br/&amp;gt;Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.&lt;br /&gt;
| short description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Human&lt;br /&gt;
| type2 = Xenotypes&lt;br /&gt;
&amp;lt;!-- Xenotypes --&amp;gt;&lt;br /&gt;
| can generate as combatant = true&lt;br /&gt;
| factionless generation weight = 1&lt;br /&gt;
| inheritable = true&lt;br /&gt;
| combat power factor = 1&lt;br /&gt;
| name maker = NamerPersonWaster&lt;br /&gt;
| chance to use name maker = 0.75&lt;br /&gt;
| genes = Slate gray skin, Gray hair, Gaunt head, Wake-up impervious, Total antitoxic lungs, Aggressive, Poor Artistic, Awful Animals, Poor Cooking, Psychite dependency, Unattractive, Super immunity, Pollution stimulus&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Waster&lt;br /&gt;
| label = waster&lt;br /&gt;
| iconPath = UI/Icons/Xenotypes/Waster&lt;br /&gt;
&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.&amp;lt;br&amp;gt;Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.&amp;lt;br&amp;gt;The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
The table below describes the chance for a given pawn from each [[faction]] being a waster. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.&lt;br /&gt;
{{Xenotype Faction Table|waster}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces.&lt;br /&gt;
&lt;br /&gt;
=== Genes ===&lt;br /&gt;
Wasters have a gene complexity of 13[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.&lt;br /&gt;
&lt;br /&gt;
All wasters have these [[germline gene]]s:&lt;br /&gt;
&lt;br /&gt;
'''Assorted:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SuperStrongImmunity.png|64|Super immunity|Super immunity}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene TotalPollutionResistance.png|64|Total antitoxic lungs|Total antitoxic lungs}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Aggressive.png|64|Aggressive|Aggressive}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Ugly.png|64|Unattractive|Unattractive}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PollutionRush.png|64|Pollution stimulus|Pollution stimulus}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|ChemicalDependency Psychite.png|64|Psychite dependency|Psychite dependency}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|AddictionImmune Wake Up.png|64|Wake-up impervious|Wake-up impervious}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Super immunity]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Total antitoxic lungs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Aggressive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Unattractive]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Pollution stimulus]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Psychite dependency]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Wake-up impervious]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Cosmetic:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GauntHead.png|64|Gaunt head|Gaunt head}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Grey.png|64|Gray hair|Gray hair}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Gray.png|64|Slate gray skin|Slate gray skin}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gaunt head]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Gray hair]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Slate gray skin]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
'''Skills:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Poor cooking}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorArtistic.png|64|Poor artistic|Poor artistic}}&lt;br /&gt;
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AwfulAnimals.png|64|Awful animals|Awful animals}}&lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor cooking]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Poor artistic]]&amp;lt;/small&amp;gt;&lt;br /&gt;
| &amp;lt;small&amp;gt;[[Awful animals]]&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Many wasters found homes in the [[Factions#Waster_Pirates|Waster pirate bands]] of the Rim. If you have this band of pirates enabled you will be attacked by wasters sooner or later. There is also a slight chance for them to show up with other [[Pirate|pirate]] gangs, or with scattered groups as parts of quests.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.&lt;br /&gt;
&lt;br /&gt;
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.&lt;br /&gt;
&lt;br /&gt;
=== Psychite ===&lt;br /&gt;
A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s converted into flake are enough to sustain a waster for an ''entire year'', without deficiency. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See &amp;quot;Health effects with drug genes&amp;quot; for stipulations.)&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|flake|24}} [[Flake]] is the cheapest way to handle the dependency. Compared to [[psychite tea]], flake restores more [[rest]], reduces [[Sleep Fall Rate]] significantly more, and gives a much higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake to be taken every 3 days.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|yayo|24}} [[Yayo]] consumes twice as many leaves per dose, but is superior as a drug. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yayo shares the same {{+|35}} mood, '''x50%''' [[pain]] reduction, and {{Good|×33%}} [[Sleep Fall Rate]] as flake, but also gives {{+|15%}} [[Moving]], lasts twice as long per dose, and restores twice as much rest. In addition, yayo takes only {{Good|{{%|({{Q|Yayo|Ingestion Time}} / {{Q|Flake|Ingestion Time}}) round 2}}}} as much time to consume. This makes yayo effective as an ersatz combat drug and, if take at the same cadence as the cheaper flake, generally makes for more efficient workers as well. So if leaf production is not a limiting factor, such as with decent planters and a year-round growing season, yayo is better overall.&lt;br /&gt;
&lt;br /&gt;
And, if necessary, you can take yayo, flake, and [[psychite tea]] at the same time for {{+|82}} mood.&lt;br /&gt;
&lt;br /&gt;
If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''exclude'' areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.&lt;br /&gt;
&lt;br /&gt;
==== Health effects with drug genes ==== &lt;br /&gt;
Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.&lt;br /&gt;
* Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even if they take a few emergency doses every once in a while. Plus, kidneys can be replaced with either an organic or [[Detoxifier kidney|artificial]] replacement. &lt;br /&gt;
* Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.&lt;br /&gt;
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.&lt;br /&gt;
&lt;br /&gt;
=== Pollution ===&lt;br /&gt;
Generally, wasters are not worth seeking out for recruitment for their [[pollution]] genes unless the decision has been made to live in polluted areas anyway. &lt;br /&gt;
&lt;br /&gt;
That said, [[pollution stimulus]] does allow some strategies that may be useful, especially when the base pawn is worth recruiting anyway - for example, a waster with any level of stimulus will be as fast or faster than an equivalent impid as a dedicated hauler while having a more generally useful gene set. For further analysis of pollution stimulus and strategies surrounding its use, see the [[Pollution stimulus]] page.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Added.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Xenotypes]]&lt;br /&gt;
{{#set:Image = [[File:Waster.png]]}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_pylon&amp;diff=171027</id>
		<title>Mech pylon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_pylon&amp;diff=171027"/>
		<updated>2025-10-24T18:08:50Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: resized infobox picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = General, although there's not much else to say about this building. Perhaps filling the infobox}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mech pylon&lt;br /&gt;
| image = MechPylon.png&lt;br /&gt;
| imagesize = 128px&lt;br /&gt;
| description = A node in a distributed mechanoid computation network.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 60&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| flammability = 0 &lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Mech pylons''' are small mechanoid buildings.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Mech pylons appear in [[Mechanoid platform]]s. They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They drop 1 [[steel slag chunk]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_pylon&amp;diff=171026</id>
		<title>Mech pylon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_pylon&amp;diff=171026"/>
		<updated>2025-10-24T18:04:19Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Created page with &amp;quot;{{Odyssey}} {{Stub| reason = General, although there's not much else to say about this building. Perhaps filling the infobox}} {{Infobox main| | name = Mech pylon | image = Me...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub| reason = General, although there's not much else to say about this building. Perhaps filling the infobox}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mech pylon&lt;br /&gt;
| image = MechPylon.png&lt;br /&gt;
| imagesize = &lt;br /&gt;
| description = A node in a distributed mechanoid computation network.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 60&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| flammability = 0 &lt;br /&gt;
| path cost = 30&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 1 x 1&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Mech pylons''' are small mechanoid buildings.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Mech pylons appear in [[Mechanoid platform]]s. They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
They drop 1 [[steel slag chunk]] when destroyed.&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechPylon.png&amp;diff=171022</id>
		<title>File:MechPylon.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechPylon.png&amp;diff=171022"/>
		<updated>2025-10-24T17:54:26Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}}
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=171020</id>
		<title>Gauss cannon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=171020"/>
		<updated>2025-10-24T17:49:14Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: resized infobox picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = GaussCannon north.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| description = A massive anti-ship cannon that uses electromagnets to launch large metallic darts at extreme velocities. The cannon is intended to destroy incoming ships or shuttles, so it can't aim at ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Gauss cannons''' are big indestructible buildings described as defense structures against flying objects. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Gaus cannons only appear at orbital platforms controlled by the [[Traders guild]] {{Check Tag|Detail needed|Mechhive?}}. They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GaussCannon north.png|North variant&lt;br /&gt;
GaussCannon west.png|West variant&lt;br /&gt;
GaussCannon south.png|South variant&lt;br /&gt;
GaussCannon east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=171019</id>
		<title>Anticraft beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=171019"/>
		<updated>2025-10-24T17:48:12Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: resized infobox picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = AnticraftBeam north.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| description = A massive anti-ship beam weapon. This weapon is intended to destroy flying craft, so it can't aim low enough to hit ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Anticraft beams''' are big indestructible buildings described as defense structures against flying ships. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Anticraft beams only appear at ({{Check Tag|Detail needed}}). They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AnticraftBeam north.png|North variant&lt;br /&gt;
AnticraftBeam west.png|West variant&lt;br /&gt;
AnticraftBeam south.png|South variant&lt;br /&gt;
AnticraftBeam east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_processor&amp;diff=171018</id>
		<title>Mechanoid processor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_processor&amp;diff=171018"/>
		<updated>2025-10-24T17:36:19Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Created page with &amp;quot;{{Odyssey}} {{Infobox main| | name = Mechanoid processor | image = MechanoidProcessorA.png | imagesize = 192px | description = A powerful mechanoid computer. | type = Building...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Mechanoid processor&lt;br /&gt;
| image = MechanoidProcessorA.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A powerful mechanoid computer.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = 500&lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = 0 &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 4 x 4&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Mechanoid processors''' are big mechanoid buildings. They have no special mechanics other than occupying space and providing cover.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Mechanoid processors appear in [[Mechanoid platform]]s. They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Mechanoid processors act as a wall blocking line of sight and providing 75% cover. They drop 6 [[steel slag chunk]]s when destroyed.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechanoidProcessorA.png|Variant A&lt;br /&gt;
MechanoidProcessorB.png|Variant B&lt;br /&gt;
MechanoidProcessorC.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidProcessorC.png&amp;diff=171016</id>
		<title>File:MechanoidProcessorC.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidProcessorC.png&amp;diff=171016"/>
		<updated>2025-10-24T17:19:48Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}}
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidProcessorB.png&amp;diff=171015</id>
		<title>File:MechanoidProcessorB.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidProcessorB.png&amp;diff=171015"/>
		<updated>2025-10-24T17:19:42Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}}
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidProcessorA.png&amp;diff=171014</id>
		<title>File:MechanoidProcessorA.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidProcessorA.png&amp;diff=171014"/>
		<updated>2025-10-24T17:19:34Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}}
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}}&lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=171013</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=171013"/>
		<updated>2025-10-24T16:43:45Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Ore */ Corrected ore yield. Vein size was incorrect, they're definitely bigger, exact size requires detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = &lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (50,50,50)&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is a [[stony]] and [[metallic]] [[material]] added by the [[Odyssey DLC]]. It is [[beauty|beautiful]] and offers tremendous sharp damage, but is fragile.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on some lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features. On maps with obsidian deposits veins can contain up to 35 tiles of obsidian ore. (how much max?)&lt;br /&gt;
&lt;br /&gt;
It can also be [[Trade|purchased]] from [[faction base]]s{{Check Tag|Which?}}{{Check Tag|Caravans?}}&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in big veins, ranging from ? to ? tiles in size.{{Check Tag|Detail needed|Exact size range}} Each mined block has a base yield of 40 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest {{DPS}} craftable melee sharp weapon in the game. Obsidian [[longsword]]s generally have comparable base {{DPS}} but inferior {{AP}} to [[monosword]]s{{RoyaltyIcon}} of similar quality, with the exception of the legendary obsidian longswords which are superior in base {{DPS}} to all monoswords and to all but masterwork and legendary [[persona monosword]]s due to the melee verb system neglecting handle attacks at that quality. Note that it still remains inferior in {{AP}} to all but a normal monosword and [[Melee Damage Factor]]s can change verb selection significantly.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian can be found in large quantity in volcanic biomes. It can be used for walls and furniture to improve the beauty of your base.&lt;br /&gt;
&lt;br /&gt;
Obsidian has the exact same market value, stack size, and weight as jade.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Auto-mortar&amp;diff=171008</id>
		<title>Auto-mortar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Auto-mortar&amp;diff=171008"/>
		<updated>2025-10-24T16:03:40Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Added picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General and infobox - high level of detail unnecessary, see other unobtainable weapon pages}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Auto-mortar&lt;br /&gt;
| image = TurretMechMortar Top.png&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| description = &lt;br /&gt;
| class = Mechanoid&lt;br /&gt;
| damage = &lt;br /&gt;
| damage type = &lt;br /&gt;
| armorPenetration = &lt;br /&gt;
| range = &lt;br /&gt;
| accuracyTouch = &lt;br /&gt;
| accuracyShort = &lt;br /&gt;
| accuracyMedium = &lt;br /&gt;
| accuracyLong = &lt;br /&gt;
| mode = &lt;br /&gt;
| warmup = &lt;br /&gt;
| cooldown = &lt;br /&gt;
| burst = &lt;br /&gt;
| burstTicks = &lt;br /&gt;
|&amp;lt;!-- DPS = DPS --&amp;gt;&lt;br /&gt;
| velocity = &lt;br /&gt;
| stoppingPower = &lt;br /&gt;
| mass base = &lt;br /&gt;
}}&lt;br /&gt;
The '''auto-mortar''' is a [[turret]]-only ranged [[weapon]]. It is the main armament of the [[automortar]]. &lt;br /&gt;
&lt;br /&gt;
This weapon cannot be independently obtained in normal play. It is provided here for comparisons sake.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Auto-mortars spawn on all [[automortar]]s. However, it is not possible to obtain it directly in normal play. Buildings do not drop it upon destructions and pawns carrying it will not drop it on [[death]], [[downing]], or complete loss of [[manipulation]] like other weapons. It can be spawned in by the [[Development mode#Debug actions menu|Debug actions menu]] but, like all [[unobtainable items|unobtainable weapons]], will disappear after being dropped.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* ? likely [[Version/1.6.4518|1.6.4518]], possibly prior - Moved from Royalty DLC to Core.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Turret Weapons]]&lt;br /&gt;
[[Category:Unobtainable items]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:TurretMechMortar_Top.png&amp;diff=171007</id>
		<title>File:TurretMechMortar Top.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:TurretMechMortar_Top.png&amp;diff=171007"/>
		<updated>2025-10-24T16:03:13Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Category:Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Relay_stabilizer&amp;diff=171006</id>
		<title>Relay stabilizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Relay_stabilizer&amp;diff=171006"/>
		<updated>2025-10-24T15:48:39Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Created page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason = general}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Relay stabilizer&lt;br /&gt;
| image = MechanoidStabilizer south.png|128px&lt;br /&gt;
| description = A shield projecter that protects a nearby mechanoid relay. All stabilizers must be hacked or destroyed to deactivate the shield. Destroying a stabilizer will prompt a defensive response. Hacking is a slower but safer option.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 500&lt;br /&gt;
| beauty =&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
[[Mechanoid relay]] [[gravcore]] quests&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relay stabilizers must be disabled to retrieve the gravcore from the Mechanoid relay. They are guarded by dormant [[mechanoids]] around each stabilizer.{{Check Tag|Detail needed|Combat points?}}&lt;br /&gt;
&lt;br /&gt;
Stabilizers can be either hacked or destroyed. Hacking takes ?{{Check Tag|Detail needed|Numbers on the total amount of hacking work required}} and the hacker can get randomly{{Check Tag|Detail needed|Exact numbers on lockout rate per unit of time}} locked out for 12-18 hours. Hacking the relay may also wake up its guarding mechanoids. Attacking the relay will provoke mechanoid reinforcements wake up the dormant mechs as well.{{Check Tag|Detail needed|On attack or destruction? Also, combat points.}}&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As stated by its description, the safer way to disable the stabilizers is through hacking. However this can take several days with few hackers, depending on random luck with the lock-outs. It is advisable to take out the dormant mechs before hacking lest the hacker be ambushed while working.&lt;br /&gt;
&lt;br /&gt;
If on a hurry it's possible to directly destroy the stabilizers and the relay as long as the player can deal with the extra mechanoids. Plenty of fire power recommended.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MechanoidStabilizer Off south.png| Stabilizer offline&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidStabilizer_Off_south.png&amp;diff=171005</id>
		<title>File:MechanoidStabilizer Off south.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidStabilizer_Off_south.png&amp;diff=171005"/>
		<updated>2025-10-24T15:33:03Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}} 
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} &lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidStabilizer_south.png&amp;diff=170993</id>
		<title>File:MechanoidStabilizer south.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidStabilizer_south.png&amp;diff=170993"/>
		<updated>2025-10-24T15:10:31Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}} 
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} &lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_relay&amp;diff=170992</id>
		<title>Mechanoid relay</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_relay&amp;diff=170992"/>
		<updated>2025-10-24T15:09:53Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Created page with &amp;quot;{{Odyssey}} {{Stub|reason = general}} {{infobox main|building| | name = Mechanoid relay | image = MechanoidRelay.png|128px | description = A node that coordinates signals acro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason = general}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Mechanoid relay&lt;br /&gt;
| image = MechanoidRelay.png|128px&lt;br /&gt;
| description = A node that coordinates signals across a planet-wide mechanoid communication network. The command signals originate at the mechhive - the center of mechanoid intelligence.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| flammability = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty =&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Mechanoid relay (Crashed)&lt;br /&gt;
| image = MechanoidRelay Crashed.png|128px&lt;br /&gt;
| description = A node that coordinates signals across a planet-wide mechanoid communication network. The command signals originate at the mechhive - the center of mechanoid intelligence.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 3 ˣ 3&lt;br /&gt;
| flammability = &lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty =&lt;br /&gt;
}}&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
[[Gravcore]] quests&lt;br /&gt;
== Summary ==&lt;br /&gt;
Contains a gravcore. [[Relay stabilizer]]s on the map must be first hacked or destroyed in order to destabilize the relay. Once the stabilizers are disabled the relay crashes to the ground and can be destroyed to retrieve the core along 165 {{Icon Small|Gravlite panel}} [[gravlite panel]]s and 4 [[steel slag chunk]]s.&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=170991</id>
		<title>Anticraft beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=170991"/>
		<updated>2025-10-24T15:07:39Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = AnticraftBeam north.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A massive anti-ship beam weapon. This weapon is intended to destroy flying craft, so it can't aim low enough to hit ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Anticraft beams''' are big indestructible buildings described as defense structures against flying ships. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Anticraft beams only appear at ({{Check Tag|Detail needed}}). They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AnticraftBeam north.png|North variant&lt;br /&gt;
AnticraftBeam west.png|West variant&lt;br /&gt;
AnticraftBeam south.png|South variant&lt;br /&gt;
AnticraftBeam east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidRelay_Crashed.png&amp;diff=170990</id>
		<title>File:MechanoidRelay Crashed.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidRelay_Crashed.png&amp;diff=170990"/>
		<updated>2025-10-24T15:04:28Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}} 
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} &lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MechanoidRelay.png&amp;diff=170989</id>
		<title>File:MechanoidRelay.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MechanoidRelay.png&amp;diff=170989"/>
		<updated>2025-10-24T14:46:12Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: {{Odyssey}} 
Category:Images - Odyssey (Buildings)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Odyssey}} &lt;br /&gt;
[[Category:Images - Odyssey (Buildings)]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=170988</id>
		<title>Gauss cannon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=170988"/>
		<updated>2025-10-24T14:40:15Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = GaussCannon north.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A massive anti-ship cannon that uses electromagnets to launch large metallic darts at extreme velocities. The cannon is intended to destroy incoming ships or shuttles, so it can't aim at ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
'''Gauss cannons''' are big indestructible buildings described as defense structures against flying objects. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Gaus cannons only appear at orbital platforms controlled by the [[Traders guild]] {{Check Tag|Detail needed|Mechhive?}}. They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GaussCannon north.png|North variant&lt;br /&gt;
GaussCannon west.png|West variant&lt;br /&gt;
GaussCannon south.png|South variant&lt;br /&gt;
GaussCannon east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=170987</id>
		<title>Anticraft beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anticraft_beam&amp;diff=170987"/>
		<updated>2025-10-24T14:30:44Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Fixed size.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = AnticraftBeam north.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A massive anti-ship beam weapon. This weapon is intended to destroy flying craft, so it can't aim low enough to hit ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
'''Anticraft beams''' are big indestructible buildings described as defense structures against flying ships. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Anticraft beams only appear at ({{Check Tag|Detail needed}}). They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AnticraftBeam north.png|North variant&lt;br /&gt;
AnticraftBeam west.png|West variant&lt;br /&gt;
AnticraftBeam south.png|South variant&lt;br /&gt;
AnticraftBeam east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=170986</id>
		<title>RimWorld Wiki:To-do</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=170986"/>
		<updated>2025-10-24T14:29:09Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: /* Pages wanted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with {{t|Stub}} to make our job a bit easier.&lt;br /&gt;
&lt;br /&gt;
If you want to suggest something that needs to be done, '''sign your post with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&lt;br /&gt;
&lt;br /&gt;
==Pages that need rewrites, creation, content, or updated/more images==&lt;br /&gt;
=== Pages to be rewritten ===&lt;br /&gt;
{{#ask: [[Category:Pages to be rewritten]]&lt;br /&gt;
 | limit = 20 | ?Rewrite Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be rewritten]] | format = count}}''' designated as in need of rewrites. For a complete, see [[:Category:Pages to be rewritten]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Image(s) wanted===&lt;br /&gt;
{{#ask: [[Category:Pages that need images]]&lt;br /&gt;
 | limit = 50 | ?Image Wanted Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need images]] | format = count}}''' designated as in need of images. For a complete, see [[:Category:Pages that need images]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages wanted ===&lt;br /&gt;
[[Ruined crane arm]] has the same name but is two objects: [[ruined crane arm (small)]] and [[ruined crane arm (large)]]&lt;br /&gt;
&lt;br /&gt;
[[Ancient container]] should be [[ancient container (medium)]] [[ancient container (small)]] and maybe [[ancient container (large)]]&lt;br /&gt;
&lt;br /&gt;
check if the same is true for [[ancient antenna]] and [[ancient antenna]], and [[statue]] and [[statue]]&lt;br /&gt;
&lt;br /&gt;
[[relay stabilizer]]&lt;br /&gt;
[[mechanoid relay]]&lt;br /&gt;
[[crashed mechanoid relay]]&lt;br /&gt;
[[ancient blast door]]&lt;br /&gt;
[[ancient grav reactor]]&lt;br /&gt;
[[ancient grav engine]]&lt;br /&gt;
[[ancient security terminal]]&lt;br /&gt;
[[egg sac]]&lt;br /&gt;
[[ancient stockpile entrance]]&lt;br /&gt;
[[mechanoid drop pod]]&lt;br /&gt;
[[ancient terraformer]]&lt;br /&gt;
[[cerebrex core]]&lt;br /&gt;
[[destroyed cerebrex core]]&lt;br /&gt;
[[cerebrex stabilizer]]&lt;br /&gt;
[[mechanoid processor]]&lt;br /&gt;
[[mech pylon]]&lt;br /&gt;
[[surveying scanner]]&lt;br /&gt;
[[mechhive birther]]&lt;br /&gt;
[[ancient defender turret]]&lt;br /&gt;
[[wasp trap]]&lt;br /&gt;
[[cave entrance]]&lt;br /&gt;
[[sulfur spout]]&lt;br /&gt;
[[burrow wall]]&lt;br /&gt;
[[ancient vent]]&lt;br /&gt;
[[ancient emergency light]]&lt;br /&gt;
[[ancient light]]&lt;br /&gt;
[[mechanoid light]]&lt;br /&gt;
[[outfit stand]]&lt;br /&gt;
[[kid outfit stand ]]&lt;br /&gt;
[[medicine pallet]]&lt;br /&gt;
[[survival meal pallet]]&lt;br /&gt;
[[component box]]&lt;br /&gt;
[[advanced component box]]&lt;br /&gt;
[[steel scrap box]]&lt;br /&gt;
[[malfunctioning transport pod]]&lt;br /&gt;
[[chemfuel canister]]&lt;br /&gt;
[[rusted safe]]&lt;br /&gt;
[[steel scrap pallet]]&lt;br /&gt;
[[ancient research bench]]&lt;br /&gt;
[[ancient electric smithy]]&lt;br /&gt;
[[ancient electric stove]]&lt;br /&gt;
[[ancient fueled stove]]&lt;br /&gt;
[[cracked bathtub]]&lt;br /&gt;
[[rusted filing cabinet]]&lt;br /&gt;
[[ancient ammo box]]&lt;br /&gt;
[[broken autocannon turret]]&lt;br /&gt;
[[busted mortar]]&lt;br /&gt;
[[ancient shelf]]&lt;br /&gt;
[[ancient small shelf]]&lt;br /&gt;
[[ancient destroyed console]]&lt;br /&gt;
[[ancient destroyed console]]&lt;br /&gt;
&lt;br /&gt;
note, these images are already uploaded:&lt;br /&gt;
* [[:File:AncientTableButcher north.png]]&lt;br /&gt;
* [[:File:AncientTableSmithingFueled north.png]]&lt;br /&gt;
* [[:File:AncientTableTailorHand north.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* insect sludge, ancient tile, ancient concrete, ancient wood floor, broken asphalt, shallow lava, deep lava, cooled lava, volcanic rock&lt;br /&gt;
* [[Music]] - we likely can't host the actual songs though, ideally they're legally available elsewhere to link to or embed, but page has page has value regardless.&lt;br /&gt;
* [[Raised rocks]]&lt;br /&gt;
* [[Monument]] (Exists as redirect, but should be own page)&lt;br /&gt;
* [[Burning power cell]]&lt;br /&gt;
* [[Burnout low-shield]] {{IdeologyIcon}}&lt;br /&gt;
* Stone family disambiguation pages with links to all the blocks, terrains, walls, etc. &lt;br /&gt;
** [[Granite (disambiguation)]]&lt;br /&gt;
** [[Limestone (disambiguation)]]&lt;br /&gt;
** [[Marble (disambiguation)]]&lt;br /&gt;
** [[Slate (disambiguation)]]&lt;br /&gt;
** [[Sandstone (disambiguation)]]&lt;br /&gt;
* Information panel - find the actual name used in-game if one exists, if not use one from the patch notes.&lt;br /&gt;
* [[Chairs]] - Superpage with mechanics. Page exists but is basically just a list atm.&lt;br /&gt;
&lt;br /&gt;
===Stubs===&lt;br /&gt;
{{#ask: [[Category:Stubs]]&lt;br /&gt;
 | limit = 50 | ?Stub Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Stubs]] | format = count}}''' designated as in need of additional content. For a complete, see [[:Category:Stubs]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages that need fact checking or details ===&lt;br /&gt;
{{#ask: [[Category:Pages that need fact checking]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages that need fact checking]] | format = count}}''' designated as in need of fact checking or additional details. For a complete, see [[:Category:Pages that need fact checking]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Moved===&lt;br /&gt;
{{#ask: [[Category:Pages to be moved]]&lt;br /&gt;
 | limit = 20 | ?Move Reason | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be moved]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be moved]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Split===&lt;br /&gt;
{{#ask: [[Category:Pages to be split]]&lt;br /&gt;
 | limit = 20 | format = category | ?Split Reason | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be split]] | format = count}}''' designated as in need of moving. For a complete, see [[:Category:Pages to be split]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Merged===&lt;br /&gt;
{{#ask: [[Category:Pages to be merged]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages to be merged]] | format = count}}''' designated as in need of merging with other pages. For a complete, see [[:Category:Pages to be merged]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages to be Recoded===&lt;br /&gt;
{{#ask: [[Category:Pages to be recoded]]&lt;br /&gt;
 | limit = 20 | format = category |?Recode Reason| order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#20''' pages out of '''#{{#ask: [[Category:Pages to be recoded]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages to be recoded]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pages using duplicate arguments in template calls===&lt;br /&gt;
{{#ask: [[Category:Pages using duplicate arguments in template calls]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Category:Pages using duplicate arguments in template calls]] | format = count}}''' designated as in need of recoding. For a complete, see [[:Category:Pages using duplicate arguments in template calls]].''&lt;br /&gt;
 | default = This [[:Category:Pages using duplicate arguments in template calls|category]] is currently empty. Good work! {{Check}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pages with wrong property definitions ===&lt;br /&gt;
{{#ask: [[Has improper value for::+]]&lt;br /&gt;
 | limit = 50 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#50''' pages out of '''#{{#ask: [[Has improper value for::+]] | format = count}}''' designated as in need of recoding. For a complete, see [[Property:Has improper value for]].''&lt;br /&gt;
 | default = This category is currently empty. Good work! {{Check}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unverified articles ===&lt;br /&gt;
{{#ask: [[Category:Unverified_articles]]&lt;br /&gt;
 | limit = 10 | format = category | order = random | columns = 0 | searchlabel =&lt;br /&gt;
 | intro = ''This automated list displays a random selection of up to '''#10''' pages out of '''#{{#ask: [[Category:Unverified_articles]] | format = count}}''' that have not been [[Template:Verified|verified]]. For a complete, see [[:Category:Unverified_articles]].''&lt;br /&gt;
 | default = This category is currently empty. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Category checks ===&lt;br /&gt;
==== Page category check ====&lt;br /&gt;
{{Main|Template:Page category check}}&lt;br /&gt;
The following pages (ordered by ''Modification date'') only have a maintenance category defined and lack a content category:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[:+]] [[Modification date::&amp;gt;21 January 2024 02:10:00]]&lt;br /&gt;
 | limit = 500 | format = template | template = Page category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = page&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== File category check ====&lt;br /&gt;
{{Main|Template:File category check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a file category set:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 February 2024 20:30:50]]&lt;br /&gt;
 | limit = 500 | format = template | template = File category check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?Category = Category&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
 | offset = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked file has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
=== Copyright checks ===&lt;br /&gt;
==== No license ====&lt;br /&gt;
{{Main|Template:Copyright check}}&lt;br /&gt;
The following files (ordered by ''Modification date'') don't have a license template:&lt;br /&gt;
{{#ask: [[File:+]] [[Modification date::&amp;gt;10 December 2022 01:53:28]]&lt;br /&gt;
 | limit = 500 | format = template | template = Copyright check | link = none&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = file&lt;br /&gt;
 | ?License = License&lt;br /&gt;
 | ?Modification date = Date&lt;br /&gt;
 | sort = Modification date&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The last checked page has a ''Modification date'' of: {{#var:date}}. {{#ifeq: {{#var:date}} | {{#show: {{#ask: [[File:+]] [[Modification date::+]] | limit = 1 | link = none | searchlabel = | sort = Modification date | order = descending }} | ?Modification date }} | Which is the date of the most recent edit. {{Check}} | There are still more to go. {{Cross}} }}&lt;br /&gt;
&lt;br /&gt;
==== Incomplete license ====&lt;br /&gt;
{{Main|Property:License incomplete}}&lt;br /&gt;
The following query returns up to '''#10''' out of '''#{{#ask: [[File:+]] [[License incomplete::true]] | format = count}}''' random files that have a license template but with incomplete information:&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[File:+]] [[License incomplete::true]]&lt;br /&gt;
 | limit = 10 | order = random&lt;br /&gt;
 | default = There are currently no files with incomplete license information. Good work!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== General To-do List ==&lt;br /&gt;
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)&lt;br /&gt;
&lt;br /&gt;
* Deathrest capacity is reset when gene splicing even if its replaced in the new pack.&lt;br /&gt;
* Should [[Template: Intricate template]] be rolled out and, if so, to which templates?&lt;br /&gt;
* Changelogs imply mech commanders can be summoned when the mechanoid faction is disabled. Confirm and add to pages.&lt;br /&gt;
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC) &lt;br /&gt;
&amp;lt;!-- Can always just consider these ideas for now, which can be thrown out --&amp;gt;&lt;br /&gt;
* '''Properties''': Need to have descriptions added to pages - some of the older ones have unknown purposes and some documentation, even if it appears obvious, would be good. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 01:07, 14 October 2021 (UTC)&lt;br /&gt;
* '''Goodwill template:''' Some way of expressing the variabliltiy of goodwill gains due to their scaling that can be easily linked in-line. The need for this arises out of the scaling for changes that brings them closer to their neutral position whether that be hostile or not. So if a player is relying on a good action getting their ally from 80 to 100, then they might do the action on the wiki's recommendation and then only get part of what they expect. Part of the issue is that this system is not fully understood/detailed on the wiki. Can't explain, or even decide what needs to be done, when you don't understand yourself. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:37, 17 October 2022 (UTC)&lt;br /&gt;
* ''Insectoid pollution stimulus:'' effects need to be added to the relevant insectoid pages, and possible [[ailments]].  - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:24, 12 November 2022 (UTC)&lt;br /&gt;
* ''Pyromaniac mood boosts'': different firey objects add stacks to a moodlet for [[pyromaniac]]s. these stacks should be noted on the individual pages.&lt;br /&gt;
* [[Floor]] pages have a lot of pages that don't fit the format standard, lots of summary info in the intro etc. Creating and implementing standards accorss these pages would be good.&lt;br /&gt;
* Terrain pages, and associated nav box. see [[:Category: Terrain]] and [[Terrain]]&lt;br /&gt;
* Audio for a mumber of pages - no music  but weapons and animals would be a good start. see [[harp]] and [[dromedary]] for implementation examples&lt;br /&gt;
* [https://rimworldwiki.com/index.php?title=Hemogen_amplifier&amp;amp;diff=next&amp;amp;oldid=148125 fuel infobox example] - make sure all fueled buildings are set up similarly.&lt;br /&gt;
* Insectoid nav template similar to [[Template:Nav/mechanoids]]&lt;br /&gt;
* New terrains and floors added by Odyssey&lt;br /&gt;
* Farkskip passenger shuttle interaction&lt;br /&gt;
&lt;br /&gt;
== Content templates ==&lt;br /&gt;
The following need [[:Category: Content templates|content templates]] made for them  - i.e. standardized pieces of text for use on several pages with a shared attribute that can be updated from one centralized page. These typically aren't hard to code but do have the basics of template design so are great for anyone beginners and veterans to attempt. Most of the skill is in writing the actual prose. please see the category linked above for lots of examples to copy. Also feel free to reach out to me if you need a hand - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Suggested page !! Suggested pages !! Suggested content&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Containment Note]] || [[Entity]] pages || {{Error|Page created but template not started}}.&amp;lt;br&amp;gt;Containment requirements, maybe graph of escape rate/containent, bioferrite harvest rate, Electroharvester yield etc. In the vein of [[Template: Acquisition]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Egg Summary Note]] || Egg pages || Suggest having two modes - one for fert one for unfert. Have fertilisation mechanics, tempersture ruining, laying, egg boxes, use as meat replacement, hatching eetc.&lt;br /&gt;
|-&lt;br /&gt;
| ??? || Apparel selectable as ideoligious  || That it can be selected, link to the relevant sectiok of [[ideoligion]], mood effects for selection using the [[Template: Thought]] as appropriate.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Noble Apparel Note]] || All clothes that are appropriate clothing for nobles || templatize the spiel on [[coronet]] et al and then roll out to the prestige armor pages. cover moodlets, who requires each rank, coverage weirdness, etc.&lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Turret Summary Note]] || Turret pages || A default spiel for player turrets covering the shared mechanics of turrets. Targeting, power requirement, ammo requirement, accuracy, smoke interactions etc. &lt;br /&gt;
|-&lt;br /&gt;
| [[Template: Maintenance Note]] || Not a set of pages, but for things that occasionally break down and need a component to fix ||  A standardized format for the Summary sections is needed (as well as an entry on [[Component]]).&lt;br /&gt;
See [[Breakdown]] for details. &lt;br /&gt;
|- &lt;br /&gt;
| [[Template: Body Part Installation Note]] || Artificial body parts and body part pages || &lt;br /&gt;
* install ticks&lt;br /&gt;
* uninstall ticks&lt;br /&gt;
* install medicine amount&lt;br /&gt;
* uninstall medicine amount&lt;br /&gt;
* install medicine amount&lt;br /&gt;
* uninstall medicine amount&lt;br /&gt;
* install skill&lt;br /&gt;
* uninstall skill&lt;br /&gt;
* implant (e.g. [[Knee spike]])&lt;br /&gt;
* If it can't be uninstalled&lt;br /&gt;
* Ghoul exclusive implants&lt;br /&gt;
* Fleshbeast spawning for flesh parts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Updates and maintenance needed on the Wiki ==&lt;br /&gt;
* Add Community portal to the Sidebar (and maybe re-order it slightly? See Wikipedia's system)&lt;br /&gt;
* Update some of the default footer pages, as they seem outdated currently --&amp;gt; &amp;lt;code&amp;gt;Partially done&amp;lt;/code&amp;gt; by Pangaea&lt;br /&gt;
* Given a fitting license, borrow content from other wikis and improve and expand our Help sections&lt;br /&gt;
* Add articles for each technology and skill, with fitting templates&lt;br /&gt;
* &amp;lt;s&amp;gt;Purge outdated SMW entities: (see [[Special:Statistics|Statistics]])&amp;lt;/s&amp;gt; --&amp;gt; &amp;lt;code&amp;gt;DONE&amp;lt;/code&amp;gt; by Hypolite&lt;br /&gt;
* Edit or make new screenshots without (so many) UI elements, as seen for instance in the [[Events]] page&lt;br /&gt;
* [[Template: STDT]] tables don't play nice with [[Template: infobox main]] and ToC as described [[Template_talk:Infobox_main#Play_Nice_with_other_tables|here]]. This issue doesn't occur with wikitable class tables, so it is likely an issue with the STDT table and not the infobox. It might be related to the definitions in [[MediaWiki:Common.css]] as thats where the &amp;quot;c_01&amp;quot; values are defined. Unfortunately I don't know enough about the wiki formatting or the .css to fix it. There is a working hack but ideally we could make a fix thats  native to STDT and not have to worry about it anymore. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 11:43, 1 January 2021 (UTC)&lt;br /&gt;
* Finish the page [[Help:Templates#Creating_a_template]].&lt;br /&gt;
&lt;br /&gt;
== Suggestions ==&lt;br /&gt;
* ''Install [https://www.mediawiki.org/wiki/Extension:MobileFrontend the MobileFrontend-extension]'' -- [[User:Crasheripot|Crasheripot]]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:LinkSuggest LinkSuggest]: Useful for new users to easier create links without knowing the ins and outs of the page names.&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Extension:RandomSelection RandomSelection]: This can be neat on the main page for various gameplay tips and such, which then get randomly selected. Not sure if there would be a good use for it with this game, but I have seen it used to good effect on other wikis, such as [https://witcher.gamepedia.com/Witcher_Wiki Witcher 3].&lt;br /&gt;
&lt;br /&gt;
==Large projects==&lt;br /&gt;
The following page groups need to have a standardized format with adequate detail decided, have that standard applied over the entire group, and then brought up to quality. These are all relatively large, multi-page jobs, many including many pages that aren't just non-standard but outright stubs, but it can be done piecemeal. The important part is getting a suitable standard first.&lt;br /&gt;
&lt;br /&gt;
I'm not sure anyone will take this on, but I'd appreciate any help, even if its just adding suggestions to the suggested standards below [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:50, 3 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Adding contributors for volunteers to sign up with. There is no pressure to take on the entire project but if you add your name, I'll know to ask your opinions/keep you apprised, and help you in any way to get these projects moving. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:54, 19 March 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Page type !! Suggested detail/sections !! Contributors&lt;br /&gt;
|-&lt;br /&gt;
| Rituals and accoutrements || Ritual mechanics to be finalized in a comprehensive state and then rolled out properly to all the pages about ideoligion items. &lt;br /&gt;
* [[Rituals]]&lt;br /&gt;
* [[Small altar]]&lt;br /&gt;
* [[Medium altar]]&lt;br /&gt;
* [[Large altar]]&lt;br /&gt;
* [[Grand altar]]&lt;br /&gt;
* [[Cannibal platter]]&lt;br /&gt;
* [[Christmas tree]]&lt;br /&gt;
* [[Drum]]&lt;br /&gt;
* [[Effigy]]&lt;br /&gt;
* [[Ideogram]]&lt;br /&gt;
* [[Incense shrine]]&lt;br /&gt;
* [[Kneel pillow]]&lt;br /&gt;
* [[Kneel sheet]]&lt;br /&gt;
* [[Lectern]]&lt;br /&gt;
* [[Lightball]]&lt;br /&gt;
* [[Loudspeaker]]&lt;br /&gt;
* [[Pew]]&lt;br /&gt;
* [[Pyre]]&lt;br /&gt;
* [[Reliquary]]&lt;br /&gt;
* [[Ritual spot]]&lt;br /&gt;
* [[Sacrificial flag]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Categories/All || The grand recategorization and retyping - checking all page types and categories and reordering them in the same pattern as the stockpile/bills menu. Requires recategorisation, page moves, new categories etc||  Contributors&lt;br /&gt;
|- &lt;br /&gt;
| Plants || &lt;br /&gt;
Plants need a consistent format standard that applies to all pages - plantables and non plantables, crop plants, decorative plants, wild plants, special plants eetc.&lt;br /&gt;
This also involes ensuring every page has a variant gallery and has all the stats in the infobox&lt;br /&gt;
Some suggestions (more needed):&lt;br /&gt;
* For plantables: Growing section using [[Template: Grow Table]] &lt;br /&gt;
* For plantables: Economy - Proper analysis on their production compared to other producers of the same type (e.g. Food or Wood plants), as well as economic concerns - profitabiltiy with and without crafting, work/product, work/silver, tiles/product/day, tiles/silver/day etc.&lt;br /&gt;
* Production strategies, e.g. how worth each is to put in hydroponics, greenhouses, whether to wall in, esp relevant for devilstrand&lt;br /&gt;
* [[Toxipotato plant#Analysis]] has some nice formatted automated comparisons with other plants.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Animals || &lt;br /&gt;
* Trainability, diet, habitats, combat skills and analysis (seriously lacking atm), production economy, stragegies for combat/acquisition/use&lt;br /&gt;
* It may be possible to automate comparisons for the analysis re: ranking of food efficiency, wool efficiency, etc. &lt;br /&gt;
* Can fish for food&lt;br /&gt;
* Can fly&lt;br /&gt;
* Special abilities&lt;br /&gt;
* moveSpeedFactorByTerrainTag - water and insect at least, possibly more&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Weapons|| Largely have a functional standard following the traditional Acquistion/Summary/Analysis/Quality Table method, but pages are all out of date and in need of massive updates. &lt;br /&gt;
|-&lt;br /&gt;
|Production facilities || Workbenches like the smithy, tailoring becnh etc.&lt;br /&gt;
* Acquisition - self evident&lt;br /&gt;
* Summary - general information about it use, with both the use of [[Template:Recipe List]] to what is produced there (except when theres only 1 thing produced there) and a list of bills as not everything is a recipe for that list.&lt;br /&gt;
** Whether it supports a chair in front&lt;br /&gt;
** What work type works at the bench.&lt;br /&gt;
* Analysis - how vital is it to get, and comparison between fueled/hand version vs electric. &lt;br /&gt;
* [[Template:Building Stats Table]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Diseases||&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Recreation|| Standardized recreation comparison - tables with time to recreate etc.&lt;br /&gt;
|-&lt;br /&gt;
| Traps || IEDs and spike traps. Standardisation and comparisons - see [[Security]] table for start.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sculpture || [[Sculpture]], [[Small sculpture]], [[Large sculpture]], [[Grand sculpture]], [[Terror sculpture]]&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Factions]] ||&lt;br /&gt;
*Lore&lt;br /&gt;
*Variants&lt;br /&gt;
*Ideologies&lt;br /&gt;
*Pawns (from pawn tables where needed)&lt;br /&gt;
*Faction Bases&lt;br /&gt;
*Raid &amp;quot;rewards&amp;quot; (raid leaders will often carry silver, drugs, jade, resources etc as a reward, this is dependent on the faction)&lt;br /&gt;
*Caravans?&lt;br /&gt;
*Reinforcements?&lt;br /&gt;
*Raid types and constitution? &lt;br /&gt;
And then add other sections and subsections as needed.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Artificial body parts]] || Almost all of them need a dedicated summary section of their mechanics&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Illumination area|| Add similar images in style/quality/content to [[Standing lamp#Illumination area]] by [[User:SyntaxTerror]] to all items that put off light. Torch lamp, sun lamp, wood fired generators, mech nodes, the ancient lamps from ideology, etc.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Materials, resources, and Ore || Materials and crafting resources have a rough standard with Acquisition/Summary (where necessary)/Usage/Analysis however there are nonstandard mat pages, and there is a lack of standardisation in Usage beyond the use of [[Template:Ingredient List]]. There also is discussion needed on how to display stuffables on stuff pages. Its possible that another template similar to Ingredient List but for stuffables (Talk to [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) if interested) is needed to display all items that can be stuffed with the material in question. Materials don't just occupy one or the other e.g. some recipes require Gold and others require any metal including gold. Ore pages also need to be split off from their materials.&lt;br /&gt;
| &amp;lt;!-- Place name here with a &amp;quot;~~~&amp;quot;, without quotes --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ruins || Needs a standard format to be created to be dropped onto all the ancient items. Some hwve some interesting stat combinations, but generally they just need a copy paste spiel developed to place on all of them. Occurence is the one trip up - it might occasionally be relelvant but how items spawn isn't clear. &lt;br /&gt;
&lt;br /&gt;
Notable things format has to account for:&lt;br /&gt;
* Some have additional effects [[Ancient lamp]] is a perpetual light source, [[ancient bed]] is a bed. &lt;br /&gt;
* Some spawn in specific places or in specific patterns - e.g. [[ancient lamp]]s in complexes, mechstrider bits only on the starting map, [[ancient nav beacon]] in the shape and presence of a landing pad, war walker parts together etc.&lt;br /&gt;
* Some are copies/variants of existing things e.g. [[ancient nav beacon]] and [[Ship landing beacon]]&lt;br /&gt;
* Some are quest related or are interactable: [[Ancient terminal]]s, [[Ancient exostrider midsection]], [[Ancient enemy terminal]], [[Ancient comms console]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| Raid strategies&lt;br /&gt;
| Given the detail that can be gone into, the length of [[Raiders]] as is, the analysis that applies to each raid type, it might be best to split them into their own pages. This could be all major threats. &lt;br /&gt;
* [[Psychic ritual siege]]&lt;br /&gt;
* [[Shambler swarm animals]]&lt;br /&gt;
* [[Shambler swarm]]&lt;br /&gt;
* [[Shambler assault]]&lt;br /&gt;
* [[Hate chanters]]&lt;br /&gt;
* [[Fleshbeast attack]]&lt;br /&gt;
* [[Sightstealer arrival]]&lt;br /&gt;
* [[Small shambler swarm]]&lt;br /&gt;
* [[Mech cluster]]&lt;br /&gt;
|-&lt;br /&gt;
| Raw foods&lt;br /&gt;
| What they do, food poisoning chance (inclduing how chances are rolled when eating more than 1 piece), how they are cooked into meals, how nutrition is used (e.g. eating, making into meals, making into biofuel, biosculpter pods etc), what diets and what nutrition types relate to what foods (e.g. animal diets and what is used for fine meal vs carnivore meal vs vegetarian, ideological constraints etc), and unique meat mechanics (harbinger trees, wargs and ghouls) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Butchery project == &lt;br /&gt;
There are a factors to butchering that need to be verified '''by actual in-game testing''' (not just assumptions, word of mouth, or trusting current page information and/or version histories) '''in the current version''', have their specific mechanics determined,  and then disseminated to the various relevant points including:&lt;br /&gt;
* [[Butcher spot]]&lt;br /&gt;
* [[Butcher table]]&lt;br /&gt;
* [[Animals#Slaughtering]]&lt;br /&gt;
* [[Corpse]]&lt;br /&gt;
* [[Orders#Slaughter]]&lt;br /&gt;
* [[Meat Amount]]&lt;br /&gt;
* [[Leather Amount]] &lt;br /&gt;
* [[Malnutrition]] (Maybe, see below)&lt;br /&gt;
* [[Butchery Efficiency]] (Only if the factors affect the pawn stat)&lt;br /&gt;
&lt;br /&gt;
The following are the things to be checked - don't delete wrong issues, mark them with a {{Cross}}. Feel free to add issues you think need to be checked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Issue !! Issue Confirmed !! Mechanics !! Mechanics Confirmed&lt;br /&gt;
|- &lt;br /&gt;
| Difficulty affect butchery yield || {{Check}} || By default only Blood and dust (80%) and Losing is fun (90%) have values lower than 100%. Custom difficulties can change it from 0-500% || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| The 66% multiplier for damaged corpses applies to both meat and leather || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;euthanize by cut&amp;quot; [[operation]] doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
| The throat cutting done when an animal is tagged for hunting and downed but not dead doesn't cause 66% multiplier for damaged corpses if the animal was downed by some non-damaging means (such as a [[psychic shock lance]] that does not cause a brain burn) || {{Check}} || ''As stated in issue'' but also what methods for causing that downing without damage and if any of them aren't damage but do cause it? || The function StatPart_NotCarefullySlaughtered checks all Hediffs of the pawn, looking for injury types. The only ones that do not trigger this are &amp;quot;Execution cut&amp;quot; and permanent injures (ex: scars). Killing a pawn w/o injures would also not trigger this.&lt;br /&gt;
&amp;lt;!-- The relevant function is in StatPart_NotCarefullySlaughtered. A little convoluted, but the section that search for injures is (it checks all hediffs of this pawn):&lt;br /&gt;
			if (hediffs[i].def != HediffDefOf.ExecutionCut &amp;amp;&amp;amp; typeof(Hediff_Injury).IsAssignableFrom(hediffs[i].def.hediffClass) &amp;amp;&amp;amp; !hediffs[i].IsPermanent())&lt;br /&gt;
			{&lt;br /&gt;
				return true;&lt;br /&gt;
			}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Animal Sacrifice ritual {{IdeologyIcon}} doesn't cause 66% multiplier for damaged corpses (assuming no other injuries) || {{Check}} || ''As stated in issue'' || {{Check}}&lt;br /&gt;
|- &lt;br /&gt;
| Malnutrition causes lower meat returns || {{Check}}, so do missing limbs and body size || Multiplier scales linearly between 0% at 0% malnutrtion up to 40% at 100% malnutrition is 40% || {{Check}}; linear scale, 6% less meat for every 10% of malnutrition, up to 60% less yield at 100% malnutrition&lt;br /&gt;
|-&lt;br /&gt;
| If above is correct, does Malnutrition also affect leather yield || [[File:ex.png|24px]] || ''As stated in issue'' || The base leather is 40 for most animals. Exceptions are humans (75), goose(36), insectoids, driads, chickens, ducks and mechanoids(0). This values is directly modified by missing limbs and body size (larger animal species, young). See below for &amp;quot;Multiplier for missing body parts&amp;quot; stat. Malnutrition does not affect leather yield.&lt;br /&gt;
|-&lt;br /&gt;
| Lost body parts reduce meat yield || {{Check}} || What are the mechanics of this? Is it body part coverage based? || &amp;quot;Multiplier for missing body parts&amp;quot; stat, used by both meat &amp;amp; leather yield. Each body part has it's own % of total meat/ leather. A human missing a leg (+foot) = -14% leather and meat yield, an arm (+hand and all fingers) = 9%. Internal organs (1 lung = 3%) and eyes (both = 1%) contribute to both meat and leather yield. Artificial limbs are considered missing entirely, for all intents and purposes. &lt;br /&gt;
|-&lt;br /&gt;
| Ideology changed mood penalty for butchering humans. Instead of flat -6 it now stacks 5 times and depend on cannibalism precept. || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tl;dr there is conflicting reports scattered around the wiki. We need to collate them, check them, and then disseminate them to all the relevant places. Potentially templatize them if necessary.&lt;br /&gt;
&lt;br /&gt;
== Odyssey and 1.6 ==&lt;br /&gt;
Weather updates&lt;br /&gt;
add room type and weight to infobox&lt;br /&gt;
add vaccum resistance to every apparel that has them&lt;br /&gt;
add airtight to all buildings&lt;br /&gt;
&lt;br /&gt;
=== animal training ===&lt;br /&gt;
Abilities needed to be added to pages&lt;br /&gt;
* Spelopede - Dig&lt;br /&gt;
* Megasloth - Dig&lt;br /&gt;
* Megavole - Dig&lt;br /&gt;
* Larva - Sludge Spew&lt;br /&gt;
* HiveQueen - Egg Spew&lt;br /&gt;
* Thrumbo - Thrumbo Roar&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Grizzly Bear/Polar Bear- Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cougar/Panther - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cat - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Dogs - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Monkey - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Elephant - War Trumpet&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Megaspider - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Pig/Boar - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Raccoon - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Warg - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Timber/Arctic Wolf - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Crow - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Seal - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Locust - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Bog Hound - Attack&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Mastodon - War Trumpet&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Alpha Thrumbo - Terror Roar&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Gorilla - Forage&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Panda - Comfort&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 1.6.4566 ==&lt;br /&gt;
&lt;br /&gt;
Gravships have received some quality-of-life changes.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The new gravship launch interface lets you get your colony's animals and mechanoids onboard, and kicks visitors out. This makes takeoffs feel better and prevents accidental kidnappings.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The pilot console now has a &amp;quot;view range&amp;quot; tool that shows your gravship's range without going through the whole launch process.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles can now safely land on items, and they no longer obliterate a ton of roof when landing inside buildings - only the necessary roof.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - When you’re in orbit, colonists won't automatically take off their life-saving, vacuum-resistant apparel if they're in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can summon the mechanoid bosses… in spaaaace!&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - We rebalanced the starjack xenotype to make them more useful in space - they have a new low gravity adapted gene which makes them faster and better workers while in orbit.&lt;br /&gt;
Other improvements include a new category for fishing in the work tab, tree sowing research allows you to grow timbershrooms in the glowforest, and the sentience catalyst now stops farm animals from roaming away.&lt;br /&gt;
And just in time for the colder seasons, there are new snowy visuals for trees and some plants!&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added new options to the gravship launch window to easily get colony animals and mechanoids onboard before launching, as well as to remove neutral pawns off the gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added a &amp;quot;view range&amp;quot; option to the pilot console which lets you quickly see the range of your gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added snowy visuals for trees and some plants when they’re in a sufficiently snowy area.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added a “low gravity adapted” gene to the starjack xenotype, as well as rebalanced the starjacks genes. Requires Odyssey and Biotech expansion.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Bridges built in space now have unique art for their borders.&lt;br /&gt;
=== Improvements &amp;amp; Balance Changes ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fishing now has its own category in the work tab.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pursuing mechanoids in the gravship scenario now arrive in two massive raids per gravship map and then stop.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The final mechhive raid will now be 50% stronger.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved rewards for destroying the mechhive. You now gain +50 reputation with all factions, and the colonist that destroyed the mechhive gains a larger and longer-lasting positive moodlet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Mechanitors can now summon mechanoid bosses while in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Insect lair entrances are now collapsable.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added the ability to sow timbershrooms in glowforests with tree sowing research.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Shuttles are no longer blocked from landing on items.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Passenger shuttles no longer destroy more roof than they need to when landing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Allow quests to retarget themselves to suitable maps if they generate targeting an unsuitable one. In orbit, this allows you to accept quests that don’t work in space by flying down to the planet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Sentience catalyst now removes roaming and fence-blocked status from animals.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - The gravship scenario now requires you to start with at least one colonist capable of intellectual work. This prevents you from becoming immediately stranded.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Worshipful village raids now occur every 24 hours and are smaller in size.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Gravships can once again land at worshipful villages.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Having a gravship on a temporary map will prevent the map from closing if all colonists are dead or gone.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Pawns won't automatically remove their vacuum-resistant apparel if they’re in a dangerous vacuum.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Planning designator shows map boundary outline in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Increased perceived path cost of shallow lava to discourage dangerous pathing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - More pawns from the Royalty and Ideology expansions can now spawn as starjacks.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Hermit crabs no longer walk sideways. They also live considerably longer.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Raiders won't try to ignite buildings when they are in a vacuum.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Bestowing ceremony can now be accepted in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Removed forced low-power mode for vac barriers when they're not in space, allowing them to still function while on the planet.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Prevented meteors from landing directly on top of grav anchors.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added info on the grav anchor to the gravship launch confirmation.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved credits layout to reduce the vertical size.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Updated links in the main menu.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added confirmation if reforming caravan would cause your gravship to be lost.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Landing a gravship on polluted terrain now slowly fades the pollution visuals in.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Updated creative content rewards.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Reduce time required to load a 100% world save file.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Reduce time to generate a 100% world by about 40%.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added the ability for mods to load textures from DDS files, which should load significantly faster than PNG files and potentially at higher quality.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Added custom atlas packing implementation which should allow the game to start slightly faster, while using less memory.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improve performance when hovering a world tile out of gravship range.&lt;br /&gt;
=== Technical &amp;amp; Modding ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Unify all MayRequire and IfModActive checks to strip suffixes, trim, and lower-case package IDs&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Improved the moddability of animal abilities. It is now easier for modders to add abilities to player animals without using the Special Trainables system. Additionally, adding multiple abilities through Special Trainables is now supported.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Increased max radius of GenRadial to 80 and optimize radius calculations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - We now run back-compat code if the active mod list has changed, so that when adding expansions, all needed data is added to objects.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: plant.wildBiomes wasn't checking for duplicate entries in biomes. (Only affects mods.)&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Modded things with non-North default rotations not being placed correctly on gravships and prefabs&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Traders guild faction no longer mentions giving gifts in their hostility letter.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Outfit stands are once again minifiable and correctly drop their inventory contents when deconstructed while minified.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Can't sell weapons held in outfit stands.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns using the incorrect seat on couches when socially relaxing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Properly fail strange signal quest if player loses their home map.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals not checking reservations on fishing cells.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals able to fish through foundations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Unable to remove pawns from being the target on certain psychic rituals.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Freeze or crash on boot for players with specific AMD integrated GPUs.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Out of bounds error trying to determine shuttle landing position when few options are possible.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Combat log occasionally mentions flesh-related injuries for mechanoids.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttle load list getting reset after launching.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Lava emergence could go through walls in specific situations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns not getting comfort from chairs while fishing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Raiders pathing directly through doors to trash newly blocked things.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Loot on settlements spawning in inaccessible locations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Vac barriers not exchanging temperatures properly when off.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Disabling mining via scenario not disabling vein mining.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect description on burst shot count stat.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Corpses spawning in some occupied settlement room types.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Clarify attack target description.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Game not switching to appropriate map when gravship cutscene happens.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: GenDraw.WorldRadiusRing issue with ShipJob_Wait.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Certain sites not receiving incidents when landed at via gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mining charges yielding only one mineable resource per tile.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Space world objects not showing the orbital ITab.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Basic gravtech appearing in schematics.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Out of bounds error when launching gravship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pursuing mechanoids scenario part now handles gravship anchors better.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Lag when imperial shuttle is on map with lots of haulables.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Bad temperatures preventing gravship launch.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Bestowing ceremony couldn't be started if recipient has no free cells around them.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Autocut in pens sometimes including plants that are the same nutrition as grass.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect venerated animal message when no colonists capable of hunting.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mechhive now spawns a border of platforms around buildings to prevent inaccessible areas.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mech booster rendering behind other buildings.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Shuttle in hospitality quests not arriving on map of required pawns (fix not retroactive)&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Some apparel being incorrectly set to medieval tech level.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Lectern north and south graphics were swapped.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Pawns with no food type or need being able to be told to eat something from their inventory because it's considered a drug.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Cloudwatching in space now always says stargazing.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several quest sites that were previously not able to be settled are now settleable after clearing all active threats.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Labyrinths returning pawns to a different map than the one they were on.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Wall blueprints not getting removed when attached wall blueprint is removed.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: 1 in 5000 chance for error when generating map during gameplay (e.g. ancient stockpile).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several issues with shuttle and transport pod range calculations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Concurrent thread modification exception when accessing map pawns.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Confusing UI/messages when trying to use mortars in blind fog.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Unique sniper rifles with high range not showing range.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error trying to move onto a layer with no valid settlement locations.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: No fuel information given when targeting player settlements during gravship launch.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Improve gravship placement logic on mechhives.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect apparel mentioned in thought for wearing ideo wanted apparel.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error with bandit camp pawn lend quest with multiple maps.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Ideo buildings have incorrect names unless regenerated manually.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Statues weren’t saving style of apparel (fix not retroactive).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: UI icons for ores weren’t rendering correctly (e.g. in search).&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Certain quests in saves converted from 1.5 were instantly expiring.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Space settlement cannon connections were replacing interior terrain.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Archonexus quests in space were using incorrect world object for new faction settlements.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Small differences in move speed weren’t being reflected accurately over long distances.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Drop pod raids were failing to execute in space with low threat point values.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Colony animals were choosing to nuzzle friendly shamblers &amp;amp; ghouls.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Collection modified error when starting gravship launch while animal is rescuing a colonist.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Things carried by lifters &amp;amp; animals are now counted for the purposes of bills.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect entries in empire town names.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mechhive quest was taking a long time to refire after failing it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Allow roof punching if pursuing mechanoids can't find any non-roofed cells.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Duplicate gravship wreckages were able to fire if you wait long enough without a grav engine.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Biosculpter pods weren’t curing scaria infections.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals were attempting to fish at 0, 0 if every water cell on the map is frozen.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Was possible for shuttles to get lost in specific set ups when merging two caravans.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Was possible to toggle auto-refuel on refuelables that don't allow it, via hotkey.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Gravships weren’t able to land on outposts.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error generating trade request quests in space.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Smoke launcher, EMP launcher, and toxbomb launcher were incorrectly marked as incendiary weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Animals with 0% wildness were requiring level 1 handling skill.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect plant weights on maps with limited fertile terrain.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Several gravtech and mechtech researches could still appear in schematics.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Quest lords were being added to incorrect maps in some circumstances&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Typo in mastodon description.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Player shuttle could be lost if settling/camping on map with not much land.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Incorrect inspect string on thruster if it's broken down.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Grav engine was rendering behind some buildings north of it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Mech relay was rendering behind buildings north of it.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: In some cases, mechs were trying to do all work types.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error from bugged zones when landing ship.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: &amp;quot;Vegetarian disliked&amp;quot; precepts descriptions are now more accurate.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4543 ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Changed Odyssey’s end credits music to use the correct track.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Changed music track “Impermanent Waves” to be a non-combat song on the planet and in-orbit.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Quest shuttles no longer attempt to land on water, which was causing issues where they would warp into your base and destroy your buildings.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Pawns now move more rapidly when pathing to water in order to go swimming.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Dormant mechs no longer block pawn paths.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Gravship facilities on invalid substructure are no longer considered connected.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - The game will now attempt to clean up invalid scenario parts when loading a save.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Improve translatability of orbital trader names.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Updated the French language worker.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Royalty shuttles were able to land on unsuitable terrain, potentially losing their contents.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Psychic drones/soothes not affecting space maps.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Sounds in mods failing to load on Linux if there's a space in the file path.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Inability to search for items on corpses.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Certain wardening workgivers (take to bed, execute, interrogate, etc.) couldn't be prioritized when the prisoner/slave was already reserved.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: &amp;quot;Can't accept this quest in orbit&amp;quot; preventing accepting joiner from ideology ritual done on planet surface, if there is an orbit map.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum resistance stat not being cached, causing significant performance issues with lots of blueprints on the map.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Gravship wreckage quest not being allowed to generate after archonexus if using gravship scenario.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Error when launching with mech cluster building on ship.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Torrential rain flooding through bridges.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Vacuum overlay not updating after gravship takeoff.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Scribe_References unable to save reference to the World, breaks incident queue for incidents targeting world.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Incorrect lerping in HitFactorFromShooter.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: GraphicData copy method doesn't copy cornerOverlayPath, throwing an error if used for a building which can be player- constructed.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: RangedWeapon_WarmupMultiplier stat not actually being applied.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Pawns that are immune to rot stink still get the moodlet for exposure to it.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Confusing letter for left-behind world pawn giving birth.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: &amp;quot;Meme shipborn is not allowed&amp;quot; when trying to load a saved ideology into the traders guild faction's ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Rottables rot in settlement trade inventory.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Pawns are deleted if dryads are taken on gravship without their gauranlen tree.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: Several apparel packs (cerebrex node, turret packs, etc.) were not allowed to be taken during the archonexus restart.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4535 ==&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made crater descriptions more generic.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Clarified the gravcore description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made ritual text more generic to fit more situations.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Added flooring to subroom prefabs on orbital platforms.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Reduced the chance of the gravship landing spot being over deep water.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented hospitality quests from being acceptable in space due to it causing various bugs.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Removed unnecessary PawnRenderNode_Apparel cast in Apparel dynamic setup for modders&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented traps spawning next to exterior doors.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Prevented outfit stands from being uninstalled because they destroy their inventory if deconstructed while minified.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Updated some player names per request.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Corner punching turrets, buildings through corners affecting room roles, beds becoming prisoner beds through corners, and enemies setting fire to buildings through corners.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Flickables are reset to be powered on when gravship launches.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Power connections are scrambled on gravship launch.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Diagonal walls could incorrectly leak room vacuum.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with shuttle crash quest after moving maps.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with nomadic precept not saving/loading properly (resetting to poor mood on load).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Areas previously occupied by gravship weren’t being updated by the pathfinder, so pawns would appear to walk over empty space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Roof overlay not updated after gravship leaves grav anchored map.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Roof zones are left on map after gravships leave.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Lava emergence causing freezes in very specific circumstances.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Mechanoid signal quest sometimes didn’t drop the grav engine.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Draw styles were using area instead of selected cell number.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: VTR issues with frenzy field and sleep suppression.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Gravship overlapping prison cell for &amp;quot;prisoner willing to join&amp;quot; quest.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns standing on the same cell as another building (most commonly doors) can take friendly fire when within safe range.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with age reversal demand time not being set correctly from chronophagy, and reset on save/load.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Wolverine wasn't configured to be a predator despite having prey size.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Orbit layer not using correct world size if loaded into an existing 1.6 save.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Strange signal quest disappearing if target map is destroyed.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns won't fish if the closest water body to them has no fishable cells.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error in PawnsAvailable quest part after switching maps.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Improve fallback for spawning shuttle on map from caravan.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Shuttles now properly apply peace talk outcomes on landing.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Issues with using gravship scenario ScenParts outside of odyssey scenario.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Cypress tree being destroyed by floodwater, unlike all other trees.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Archonexus reset does not reset grav engine inspected status (prevents the gravship quest from being obtained again, so no gravcores can be obtained).&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Slow startup performance (InitializeShortHashDictionary) with lots of modded content.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Ancient mechanitor complex can fail to generate on a map where it should be able to fit.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Map gen exception and broken UI if ancient reactor fails to find a place to spawn, adjust order so they fail to find a place less often.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Training decay time not taking into account sentience-catalyst-adjusted wildness.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Quest pawn arrival could break in space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: UI cascade error when pawn targeted with skip dies.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Tended goodwill being reset if the pawn is downed again after being tended.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when accepting bestower quest.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Incorrect index calculations in river flow code.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Loading non-Biotech save with Biotech enabled creates record-related errors.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Abandoning a map with an ancient exostrider on it doesn't count as abandoning your chance to get a mechanitor, so the complex never generates.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Linux build didn’t inherit launch arguments configured in Steam.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Apparel setup was not passing parent tag def into render node.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Enemies in Odyssey structures will now respond better to colonists being unreachable.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Pawns with ranged weapons missing melee attack float menu option when in melee range.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Statue doesn't visually update until save/reload if you use transmute steel on it.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Error when slave rebellion tries to trigger while slave is in gene extractor.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Strange signal quest was acceptable in space.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Apocriton doesn't have parts for heavy shield apparel.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Incorrect message when trying to set prisoner as pilot.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in plant grove description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in mechhive location description.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Typo in lava snail description.&lt;br /&gt;
&lt;br /&gt;
== 1.6.4528 ==&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Vultures are more resistant to rot stink and other environmental toxins.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Reduced cover effectiveness of passenger shuttle&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Animals specialist now increases fishing speed and fishing yield.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - &amp;quot;Fungus preferred&amp;quot; precept is now compatible with the darkness meme, allowing more options in glowforest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - In the glowforest, reduced caravan movement difficulty and disease occurrence.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Removed HP from gravcores to prevent them from being accidentally destroyed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Disabled gravship landing on worshipful village.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - No longer possible to open the world map during the gravship cutscene.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Clarified the basic gravtech description.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Clarified how gravship substructure is removed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Added “remove foundation” to the floor architect category.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Updated some player names per request.&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Performance improvements in the glowforest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Improved load times on Mac.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Add debug checks to strip out several heavy profilerblocks.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Improvements to world pawn GC algorithm, and debug tools for logging world pawn information.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Significant performance drop when the world map is open.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods).&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Bad performance in royal title quest when throne room isn't enclosed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Significant performance drop when the terrain tab on the world map is open.&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gaining soaking wet thought when swimming for recreation.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rain sometimes appears pixelated.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Pawns left behind with a grav anchor lose their allowed areas.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Added fallback check to prevent obtaining multiple grav engines from mech signal quest.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Interior courtyard loot rooms could generate cutoff.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Typo in Odyssey AncientOrbitalCorridor def name.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient garrison corridor spawning life support units.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible exception in quest info if player silent faction is null.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Rare pathfinding exception with missing faction.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: &amp;quot;Type [name] does not have a method named LoadDataFromXmlCustom, but we are trying to create a parser for it using that method.&amp;quot;&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechhive assembler last raid tick not saved.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Bluebird eggs hatch into crows.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Issue with modded statues due to xenotype being set before kindDef.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can't repair conduits through blocked corners.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can't extinguish fires on walls that are only diagonally reachable.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gravship rotation code not respecting default placing rotation of modded content.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Fire on full impassable edifices exposed to vacuum not decaying.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error when trying to enter pocket map with no home map.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Shuttle mass doesn't update when using “unload all” gizmo.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Collection modified error on gravship launch.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible to have gravcore subquest fire while in flight.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Potential fix for trader stock getting cleared.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Quest breaks when mechanitor transponder is decrypted in pocket map.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient mercenaries spawning outside building on cave maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Incorrect drop pods are used for pursuing mechanoids from scenario.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Bugged quest generation with refugee betrayal offer after changing maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Steam geysers can spawn too close to insect lair entrance, rendering them unusable.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Clean room float menu option is now visible in ancient stockpile.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Modded substructure variants not linking properly.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Flesh tentacle on statue no longer moves.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent hostile minifiable things (hunter traps) from being taken when reforming caravan.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Terrain blueprints showing up during gravship landing.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Can no longer switch between pawns during gravship cutscenes using hotkeys.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Fuel radius ring breaking when in space viewing fuel radius on the planet's surface.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Power grid not updating properly when gravship leaves map with grav anchor.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Translation issues in credits.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Splashes and watermills were not respecting river flow direction.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ideo apparel no longer overrides vacsuits in pawn generation.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Several issues with fish changing and other water body logic.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error when camping after merging shuttle caravans.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Outdated description on ancient mining charges and ancient explosives crate.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Throne room requirement error spam on gravship jump.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: In the new gravship scenario, children now spawn with vacsuits and babies are no longer allowed.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Ancient and mech drop pod textures not consistent.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent vacsuits from spawning on planetary pawns.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: XML tags are now stripped out of search results.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible for pawns to fish through bridges/substructure.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechs can get grav nausea.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Typo in cerebrex node description.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Issue with baking atlases that are smaller than 512x512.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Possible manhunter quest generation error on polluted ice sheet.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Beam repeater not considered ultratech for ideology.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Mechanitor bandwidth not cleared when mechs are left behind on gravship.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Passenger shuttle skyfallers wrong size.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Clean up some cutscene vars causing error on load.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Dev hack gizmo not firing quest event signals.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Error while loading mech resurrection bills without a mech.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent workarounds allowing removal of substructure beneath grav buildings.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Prevent archean trees from being planted on ice.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Gravship shield generator not blocking mortars.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Minified electric inhibitor produces error.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Pawn went catatonic during scarification ritual, leading to infinite stacking scars.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Dormant charging mechs aren't loaded into shuttles.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Birds don't fly out of the map when trapped and starving.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Added back-compat support for infestation quests loading with invalid maps.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: New xml reader does not read the &amp;quot;Class&amp;quot; attribute on dictionary elements.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Some textures are invisible on Linux.&lt;br /&gt;
* [[Version/1.6.4528|1.6.4528]] - Fix: Potential fix for grav engines being destroyed due to landing under a mountain.&lt;br /&gt;
&lt;br /&gt;
== Version 1.6 ==&lt;br /&gt;
&lt;br /&gt;
== New stuff - base game ==&lt;br /&gt;
&lt;br /&gt;
=== Better planning ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans can be recoloured to help differentiate them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans now work like zones: contiguous regions of the same color are joined together, and can be selected as a whole.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plans can be copied and pasted. You can double-click a specific plan, or use the “copy selection” command to draw an area over all of the plans you want to copy.  You can rotate these copied plans with the Q and E keys (rebindable).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plan regions can be renamed to remind you what they’re for.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When right-clicking plan or zone gizmos, a dropdown appears where you can hide or show all plans and zones.&lt;br /&gt;
&lt;br /&gt;
=== Designator draw styles ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Many designators (like orders, placing walls and floors, painting, etc.) now have a switchable “draw style” that changes how they behave when you click and drag them. These can be cycled through with the Q and E keys (rebindable).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The draw styles include:&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Line: The normal wall drag behavior.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Angled line: A line at an angle you control.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Filled rectangle: The normal floor drag behavior.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Empty rectangle: A rectangular outline.&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Filled oval: A circular shape within the bounds of the dragged area&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Empty oval: A circular outline within the bounds of the dragged area&lt;br /&gt;
** [[Version/1.6.4518|1.6.4518]] - Note that designators don’t always have all of the draw styles. For example, wood-chopping in a diagonal line is not useful.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Squares (and circles) are now easy to make - holding the control key while using certain designators forces them into a square.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “remember draw styles” game option. When enabled, the last draw style you used for a particular designator will be remembered. For example, if you were to use the empty oval draw style to build circular walls, the next time you place wall blueprints, the empty oval style will still be selected.&lt;br /&gt;
&lt;br /&gt;
=== Blueprints ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Blueprints can now be placed over similar buildings, letting you easily change material or upgrade a building.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - This applies to walls, conduits, doors, sandbags, barriers, fences, chairs, and beds. For example, you can place a plasteel wall blueprint over an existing wooden wall, or place a double bed blueprint over a single bed.&lt;br /&gt;
&lt;br /&gt;
=== Caravan camps ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Caravans can set up camp while travelling. This creates a temporary map to play on that can be quickly abandoned. This allows you to pause your caravan’s journey and stabilize in cases of injury, starvation, or sickness.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Camps will be attacked if the caravan is not reformed after 4 days.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers, mountains, caves, and coasts are now considered “map features” which will show in the tile inspect pane and information window on the world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers should generally look smoother and curve more nicely. Rivers that cut through rock will have walkable areas on either side and larger rivers will create canyons. Rivers will also do a better job at matching the angle of the river on the world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rivers in certain biomes now generate with riverbank terrain, which has high fertility.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rock generation is now more varied and interesting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Coasts have more interesting shapes, and are no longer constrained to the four cardinal directions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Mountain directions are no longer constrained to the four cardinal directions, and will be slightly more varied in shape.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for plants that grow in water. Cypress trees now grow in mud and marsh.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Insects hives always spawn surrounded by glow pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Maps generated for quest sites are now all at least 200x200.&lt;br /&gt;
&lt;br /&gt;
=== Flight ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some birds can fly! This includes chickens, ducks, and geese.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying increases a creature’s movement speed, ignores terrain move speed penalties, and allows passing over some obstacles like fences. Flying creatures do not trigger traps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying animals can enter the map by flying, landing anywhere on the map, instead of arriving at the map edge.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flying animals can also leave the map by flying. This can happen naturally, or if they’re startled (for example, by a gunshot).&lt;br /&gt;
&lt;br /&gt;
=== Search improvements ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The in-game search bar is better at finding things. It now searches for def names, thing labels, and renamed things.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The search bar now looks in pawn inventories and containers.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The in-game search bar can be used on the world map to find things.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Increased the maximum search characters from 15 to 30, so you can type more into the search bar.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a search bar to save and load menus.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made improvements to the water shader so it shows the sky’s reflection.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added water ripples when pawns walk across water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated art for large desiccated birds.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated sandbag filth texture&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ducks, bears, and devourers now have unique visuals when moving on water.&lt;br /&gt;
&lt;br /&gt;
=== UI ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “Jump to…” gizmo to the world map which shows player colonies, caravans, and quest locations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - World objects with active maps now have a green border around them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - World objects which are searched now have a yellow border around them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added separate toggle on world screen for important world objects such as colonies, quest locations, and active maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added debug options to show TPS and FPS counters and a memory usage breakdown.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a “Make default” button for policies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - New settlements are now tracked on the history graph.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Bills can now be renamed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - In the &amp;quot;manage areas&amp;quot; window, you can now change the color of an area by clicking the colored square.&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a deconstruct conduits designator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists can now be ordered to dress other pawns, including prisoners.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a toggle to special trees to prevent them from being cut down by the cut plants/harvest plants designator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a toggle to hackables to mark them as auto-hackable. Colonists assigned to research will automatically hack them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a gizmo to pod launchers to toggle auto-building transport pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a gizmo to order a pawn to eject fuel from refuelable buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a cooldown to the message that occurs when an item deteriorates in a storage zone. Now you won't get spammed if you're throwing old clothes in a river.&lt;br /&gt;
&lt;br /&gt;
=== Performance===&lt;br /&gt;
We made major performance optimizations targeting mid-to-late game colonies. On an example machine, we saw 20-30% additional TPS in late game colonies. We rewrote many systems to spread out their workload. The pathfinding system is now fully multithreaded and batched, and the lighting system is also multithreaded. Pawns/Things are now ticked less often in certain circumstances (e.g. when off camera). There are also several optimizations to minor systems and fixes to major memory leaks.&lt;br /&gt;
&lt;br /&gt;
We significantly reduced game launch times in version 1.6! For example, on our development machines version 1.5 previously launched in 18.57s with all expansions. Now version 1.6 launches in 4.66s - and that's with an additional expansion!&lt;br /&gt;
&lt;br /&gt;
Note that your startup times and TPS improvements may differ from our tests due to bottlenecks unique to your PC or mods. &lt;br /&gt;
&lt;br /&gt;
===Scaria changes===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Scaria now changes a pawn’s appearance to look red, mangy, and covered in sores.  &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Animals with scaria are no longer manhunters by default. However, once they become manhunters, they remain manhunters until they die or are cured of scaria.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Animals with scaria cannot be tamed, and are more likely to become manhunters when attacked.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Wounds from scaria-infected pawns can cause &amp;quot;scaria infections&amp;quot;. Scaria infections work like regular infections, but when they reach 100% the pawn gets scaria instead of dying.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Humans can now get scaria from “scaria infections”. When afflicted, humans go into a permanent berserk rage that lasts until they die or are cured of their scaria infection.&lt;br /&gt;
&lt;br /&gt;
===Caravan improvements===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items that are waiting to be loaded into a caravan can be cancelled in the caravan tab. Similarly, items that are loaded into a caravan can be removed using the caravan tab. &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Caravans that are in the process of forming can now be forced to depart immediately. Colonists will leave the map as soon as possible, without loading any additional items, roping any animals, or picking up any incapacitated pawns. Anything not loaded into the caravan will be left behind. &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Caravans now take the shortest path to the map exit, instead of leaving the map in the direction they would be travelling in. &lt;br /&gt;
&lt;br /&gt;
=== Insect behaviour improvements ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed a number of inconsistencies and issues with insect behaviour. Their AI should now generally be less buggy. 🪲&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved several targeting and hostility issues with insects.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved insect behaviour if they lose their group AI or are spawned without it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects losing their group AI after they went to sleep or were downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects losing aggression when the last hive on the map is destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed insects fleeing gunshots.&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Relevant icons now display on float menu entries. This should help you quickly find the right option in a crowded menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Disabled float menu entries are now more verbose, and there should be less generic disabled messages.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Remaining equipment charges (e.g. utility packs) are now shown in tooltips.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added some red text beneath the list of ingredients for a surgery in the tooltip, detailing prosthetics that would be replaced, if the surgery would replace any existing prosthetics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Merged automatic refuel toggle, current fuel display, and configuration of target fuel into one gizmo.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved move speed stat report for current terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added cooler and vent as related build commands for walls.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Removed alert for hunters with non-ranged weapons. Added a message when designating animals to be hunted with either no hunters or no hunters with ranged weapons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawn headgear is no longer shown in the “create characters” screen.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Various buildings now show “off” on their inspect pane when not working.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Add “features” row to world tile inspector (alt key).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Planet &amp;amp; terrain tabs are now shown when selecting sites and settlements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Speed controls are now disabled while the game is force paused.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added warnings when trying to settle in several extreme biomes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added/disabled needs from traits now show in that trait’s tooltip.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Animal training checkboxes are now paintable (click and drag)..&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shuttle/transport pod “cancel load” gizmo now displays as “unload all” if there is nothing left to load.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made improvements to trainability stat readout.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Adjusted ordering of world map toggles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Made minor UI tweaks to ritual dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved readability of disabled gizmos.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Accept hotkey (return) now works in more places.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reward preference checkboxes are now paintable (click and drag).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The growth speed information on a plant’s inspect pane is now more condensed.&lt;br /&gt;
&lt;br /&gt;
=== Quality of life ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Joiners from quest rewards now display their highest skill instead of not providing any information.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Steam geysers are now highlighted when placing geothermal generators.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Sarcophagi are now prioritised higher than graves by default.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items will now be moved out of the way before pawns construct doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns with hauling disabled will still return books to bookshelves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Medical drugs are now excluded by default from the “burn drugs” bill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - You can order colonists to extinguish other burning colonists via a right-click command.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items with no quality are now ignored by quality settings in filters. Previously, these items were treated as normal quality. This created issues if, for example, you wanted to create an apparel policy that only used good or better quality apparel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - If all colonists are downed on a temporary map (like a quest location), the map will no longer close. Instead, these maps will be closed if all colony-controlled pawns die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Room balance changes===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a small mood buff to mediocre bedrooms, and reduced the mood debuff of awful bedrooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some production buildings now have a work speed penalty if they are not in the correct room. E.g. Research bench works best when it's in a laboratory. (This makes it more rewarding to create reasonable-looking bases with purpose-specific rooms instead of cramming everything into a single giant room.)&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated several building work types.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Adjusted room type calculations to deprioritize store rooms, and prioritize more important rooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Capped the contribution from medical beds towards a room becoming a hospital. This prevents a medical bed from turning a barracks into a hospital.&lt;br /&gt;
&lt;br /&gt;
===Armor balance changes===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Flak vests no longer cover shoulders.&lt;br /&gt;
&lt;br /&gt;
=== Other balance changes ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Surgery success chances benefit more from sterile conditions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Construction failure is more forgiving. A minimum of 1 of each resource is always returned after a botched construction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Subsequent maps after the player’s starting map will now have fewer mineable resources and a lower chance of ancient dangers. This is adjustable via a slider in the storyteller settings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Sieges can now happen after reaching 500 threat points (down from 700).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Slightly increased ancient soldier initial resistance.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Shaman merchants will now buy animal parts like tusks and horns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced time before pawns defending an enemy settlement decide to launch an assault down from 4.2 days to 10 hours.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Workbenches that are outdoors now get an 80% workspeed multiplier (from 90%).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the beauty penalty for natural filth (rock rubble, sand, dirt) if it's outside.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ancient beds now provide slightly less comfort (0.55 down from 0.75).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists now read slower in darkness.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous  ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pathfinding will be significantly more accurate, especially at larger distances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Changed plant generation to ensure that some plants can always spawn on extremely hot maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Waterproof conduits can now be built on mud.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - More junk can be deconstructed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Attack option is no longer shown when ordering drafted pawns to move to ancient junk on hostile maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Scatterables no longer render on top of floors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some animals like ducks will now seek out bodies of water. They will also no longer prefer to path over land more than water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The player’s starting spot now chooses a buildable location in the largest contiguous open area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Agarilux no longer die from the cold.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Cleaned up the pawn stat panel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the speedup at 3x speed when the player has no active maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Non-colonist pawns attempting to exit the map can now use map portals if they are on a pocket map. For example, they will exit the pit gate when trying to leave instead of just wandering forever.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Colonists are more likely to feed kibble to downed animals. No more feeding lavish meals to sick iguanas!&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty ===&lt;br /&gt;
==== Miscellaneous  ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rebalanced the number of pawns required for pawn lend quests (it should generally be lower now).&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology===&lt;br /&gt;
====Improved ancient complex generation====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ancient complexes now have more interesting and realistic layouts. You'll find hallways, living areas, workshops - along with all the same deadly traps!&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improved ancient complex generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The “Small spaces: Don’t care” issue has been renamed to “Indoors: Preferred” to better represent the actual gameplay function, and has also been changed to medium impact.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The indoors need no longer requires an overhead mountain to raise the need past 50%.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The float menu to add precepts has been reorganised. For example instead of adding “precept/Execution: Required” it is now “precept/Execution/Required”, and is now sorted alphabetically.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawns will now play drums for recreation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - You can now see the name of a colonist's favorite color by hovering over it in their bio.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Biotech=== &lt;br /&gt;
==== New gene - Webbed phalanges ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Ignores movement speed penalties from water terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Decreases manipulation by 5%.&lt;br /&gt;
&lt;br /&gt;
==== New gene - Indoor dweller ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Disables the outdoors need.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous====&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Children who are learning a lesson will now display who is teaching that lesson on their inspect pane (to make it easier to figure out who the teacher is if they are not attending the lesson).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When deconstructing wastepack atomizers, the nano structuring chip is now returned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Growth tier 8 now provides 3 or 4 passion choices (up from 3).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added scrollbar to selected gene list in xenotype editor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The gene extractor’s &amp;quot;Insert person&amp;quot; float menu is now ordered by colonist/prisoner and then alphabetically.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced market value of xenogerms to avoid easy money with high-skilled pawns.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Anomaly ===&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Scaled up brain damage from chronophagy significantly at old ages, as effects like tough or robust can reduce it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Minor improvements to undercave generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - &amp;quot;Need holding platforms&amp;quot; alert can no longer occur before day 4 to reduce early-game noise. The alert title is also consistent with similar alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added lab coat to default worker apparel policy.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Reduced the radius of deadlife IED traps.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tool to set the stuff of a thing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tool to set a tile’s biome.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed dev tool options not updating when switching between world and map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev command to generate maps on world tile.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added noise visualisation tools to map and world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added debug output for trader animal tags.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dev tools to unlock all apparel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added prefab creation and spawning tools.&lt;br /&gt;
&lt;br /&gt;
=== Technical=== &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Updated from Unity 2019.4.30 -&amp;gt; 2022.3.35&lt;br /&gt;
&lt;br /&gt;
=== Terrain=== &lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new “foundations” terrain layer which sits above natural terrain but below floors. Bridges are now in the foundation layer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new “temporary” terrain layer which sits above floors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Biomes can now define several terrain types to be used by the map generator when generating beaches, water, etc.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Terrain can now be a light source and heat source.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added dynamic setup nodes, state driven node graphics, curve driven animations, and optimizations to the pawn render system.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Dynamic node setup allows for easy addition of render nodes on a pawn at runtime with scripts. For example, apparel, hediffs, traits, genes, ect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Graphic states allow for the quick changing of a pawn’s graphics during gameplay, for example, in animations. You can tag a keyframe with a graphic state and the renderer will use that graphic to render by default. You can also specify graphics for each graphic state in the render node per pawn as required.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Curve driven animations allow you to define animation data in a way more familiar to animators, rather than setting exact offsets. You can now express changes in offset/angle/scale as curves over time, allowing for much smoother animations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for plants that grow on any terrain regardless of fertility.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The float menu has been rewritten to be much more modder friendly and fault-tolerant.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Mutants have been rewritten to be more modder friendly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Refactors to map portal/pocket map code to be more modder friendly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Allow mod authors to declare alternative package IDs for mod requirements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Moved world pather into layer to prevent out of range exceptions in modded content. We previously had a global pathfinder, whereas in 1.6 we require you to specify the exact layer you want to pathfind on to prevent simple scripting mistakes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added support for different fog colors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Plants can now have unique min and max growth temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Performance ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Several game systems now have a variable tick rate (VTR), which means they run less often depending on their state, and the player's view state. With this Things in the game can now easily contain delta based logic, running as slow as 4Hz (compared to the standard 60Hz update rate).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Significantly reduced game launch times.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rewrote pathfinder to be entirely multithreaded and batched, using Unity’s burst technology.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Rewrote the glow grid to be burst multithreaded.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized caravan foraging calculations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized egg-laying pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized caching statistics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized many alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized multiple ideology precepts and royal title requirements.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized the hauling system.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimized animal pen food calculations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Multiple other smaller optimisations across many systems.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed multiple long-standing memory leaks which could result in reduced performance and available system resources, especially on long play sessions or sessions which involve frequent reloading of saves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Very minor optimization to pawn cell sharing logic.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Massive lag spike related to caravans with lots of food.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Major stutter when pawns are trying to exit the map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Optimisations to holding platforms.&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - All modding-related changes can be found in the [Public] Modder Primer for 1.6.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added new visuals for immature trees that are leafless.&lt;br /&gt;
&lt;br /&gt;
===UI===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When using the search feature, items that are equipped by a pawn or in a container have a special icon.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Items in caravan animals' inventories now show up in map search.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - On the world map, the fuel range for launchables is now shown in addition to their max range.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The deathpall “corpse raised” message now has a 24-hour cooldown so it's less spammy.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Show all range indicators when hovering &amp;quot;attack&amp;quot; gizmo for multiple pawns with different weapons.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added Vietnamese language support.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Loosened watermill placement rules to make them easier to place on diagonal rivers.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - When hovering over an entry in the &amp;quot;add operation&amp;quot; list, show if it would restore a missing body part.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Update prison cell thoughts to reflect the changes to awful and mediocre bedroom thoughts.&lt;br /&gt;
&lt;br /&gt;
===Technical/Performance===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a new XML loader which loads defs roughly 40% faster.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The game now targets your monitor's refresh rate instead of 60fps (this may be overridden by driver settings).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Some performance optimizations, particularly to maps with lots of pawns or things needing hauling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Increase log message count cap, cap stacking errors at 99.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added filters to the log window to filter by severity.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - All room types can be bigger. This prevents a big room from having a &amp;quot;none&amp;quot; role.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Add error if def type is missing when loading XML.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - New compute shader texture compression is disabled on lower VRAM graphics cards, can also be disabled manually using  –disable-compute-shaders command line argument.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Minor improvements to XML load time from file.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Small optimization to RadialCellsAround.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Small optimization to hostility checks (avoiding calling IsPsychologicallyInvisible where possible).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Changed static resources to only be disposed upon game exit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Pawn.ExitMap is now virtual for modding purposes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Make a couple methods in Building_TurretGun virtual for modding purposes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Improve error message when failing to load a list item due to an invalid class name.&lt;br /&gt;
&lt;br /&gt;
=== Dev Tools ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a dev tool to spawn drop pod raids at a location within a radius.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added a dev gizmo to fix break downs.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Many fixes to quests not supporting nomadic and multiple colonies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Several misc string adjustments and typos fixed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixes for Anomaly content while the Monolith is despawned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Smart raiders now correctly avoid some traps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nearsighted accuracy factor being applied incorrectly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Corpses can spawn in unwalkable areas.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;SpacedroneSelfDestructsIn&amp;quot; translation key in wrong expansion.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cached incidents being skipped if the target is the wrong type. E.g. Ambush.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Non-home maps no longer get deleted when all pawns on it enter a pocket map&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Things that are supposed to draw offscreen do not.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Raid strategies forced into parms aren't used when they're considered &amp;quot;incompatible&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect average medicine quality on medical bills.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factionless quick target buildings not quick targetable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Neurotrainer use label was forced lowercase.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Index out of range error when giving disease to pawn on pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animal gets stuck &amp;quot;standing&amp;quot; when trying to be roped.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Child cannot capture entities unless designated first.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when selecting a quest pawn that hadn't landed yet.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Crafting bills can go into negative amounts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in DrawThoughtGroup for IdeoBuildingDisrespected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add disabled float menu text for rescuing pawn with medical care disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Clean room&amp;quot; job doesn't detect if there's no path available.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Activation float menu option for void monolith appears but does nothing if pawn cannot reach monolith.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unsuitable food appearing in float menu on pawns with ideo restriction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Baby icon rendering.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: BuildingBase defaults to Item altitudeLayer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colonists unable to place certain items on certain terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Child pocket maps aren't considered when checking if map can be removed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Crash to desktop when testing if a trade request can occur.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improved spawn selection in maps with structures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Enumeration error when destroying buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shelves spawned in ruins no longer have storage enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error in meditation pulse shader.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Minor correction to pocket map wealth.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: After childbirth in a shared bed, husband won't sleep in it until reassigned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns would sit at unclaimed chairs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Drop pods coming through thick roofs in some situations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns from other factions walking directly over sleeping mechanoids wakes them up.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns think ritual seating isn't the ideo style.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animals without a food need are now tameable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Drop pods not giving message error if destination is out of range.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various skyfallers landing on unaffordable terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Heaters ticking when minified.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factions with xenotype occasionally fail to generate pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reference to mechanitor corpse in letter lost when saving.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Combat command throwing exception when pawn leaves map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refugee betrayal causing exception if not on original map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner letter breaks if unspawned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Strange Signal quest spawning monolith in fogged area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could haul from fogged cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unknown mech gestation job state UI error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when attempting to extinguish fires which have been destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible to carry bestowers to shuttles when not downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several joy jobs could select fogged cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Properly clear stat caches when starting a new scenario (for pawn generation).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Labyrinth layout being flushed incorrectly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiner error if map is destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns can refuel fogged generators.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Screen breaking in screenshot mode when loading game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animal graphics using wrong shader.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World UI label in incorrect pos at high UI scales.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Biosculpter select gizmo shows wrong rotation and scale.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Distress signal building faction not cleared.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error cleaning up ritual with dead target.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ingest error if no spot is available.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Jobgiver error on emptying waste from standard recharger.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Settlements/outposts sometimes having unfogged rooms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mountain graphics overlapping on smaller world tiles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn AI attempting to flee when no exit is possible.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Recreation gain flickering.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: UI thing icons not supporting multiple materials, fixed color issue with UI textures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add missing Anomaly preview in mod page.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Blueprints disappearing on save load in specific circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self-tending NPCs don't reserve themselves.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Collection was modified&amp;quot; error when springing trap.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World map icons are now sorted correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Significant lag hovering over recreation bar.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: AI casting on barricades.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colors for blueprints incorrect in UI icons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns now prioritise reading on tables over other surfaces.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Devourers/jumping pawns couldn't land on legal cells.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns placing materials in far away blueprints in certain circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when opening ornate door.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Book thing set maker now respects qualityGenerator.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self-shutdown mechs are now carryable like other pawns via float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Issues with downed/crawling pawns and lords.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Being roped now ends roaming mental state.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent xenogerms from spawning in cargo pods.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sleeping mechanoids getting removed from lords.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in pawn health tracker.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Complex shader not clipping in UI.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refuelables using power when flicked off.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refueling could use fogged chemfuel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Loudspeakers showing needs power icon even when flicked off.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ingest reservation warning.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Emancipating slaves/prisoners on pocket maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns no longer unload stocked medicine when returning from caravan/pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prioritized work/job queue is now cleared on entering a map portal.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Update rules around deconstructability of mech buildings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Traders exiting the map immediately if they can’t find a path to the colony.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Openable container graphics being visible under empty graphics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when trading.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when reinstalling wall lamp on wall that was just deconstructed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reduce scale of several styled helmets.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various bugs and inconsistent behavior with invalid scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bugged settlements are now removed from the world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Audio clips not streaming on non-Windows platforms.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double designate if pressing hotkey and gizmo on same frame.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hidden cable connectors not drawing in power net mode.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Alpha for non-complex UI icons.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Arresting a colonist no longer cares about that colonist's allowed area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error on mine vein designation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pollution dump quests will now stack wastepacks as much as possible.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Explosions moving through closed doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various indestructible buildings shouldn't be targetable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fogged items are no longer counted on resource readout.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Precious lumps now avoid structures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Light level stat offset applying to move speed stat on non pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Self tend now checks reservations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rare case where pawns can meditate in another pawns room.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when pawn with no hunger need is on a shuttle.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Can't force warden to release reserved prisoner via float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Carried pawns can no longer be stripped.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Raiders attacking junk.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Numerical animal names are now capitalised properly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Refugee doesn't properly join faction if they're the last refugee.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: New game Anomaly threats tooltip now updates as you move the slider.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if tantrum target is hauled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Moonwalking pawns during ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No speaker showing leader role filled in ritual dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Monolith proximity letter no longer fires if player has already activated monolith.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Destroying bases can select wrong strings for message.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wastepack producers now show the correct count of wastepacks.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Expiring quest alert now shows quest closest to expiry.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible for bestower to stand in location where bestowing ceremony can't take place.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pack animals not unloading some items.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Loading before chronophagy cancels ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Doors now block wind.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Align meal stacking rules with meal colour rules, fix animal product + veg meals being considered green meals.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when assigning prisoner bed against their ideo.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Issues with loading apparel abilities.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Despawned ghouls are now shown on colonist bar &amp;amp; schedule tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hauling things inside containers breaking job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Map portal transferrables not updating when editing to load list.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect arrest float menu item for wild man.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Feed patient float menu option no longer shows for prisoners if a warden could do it.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Trapped underground&amp;quot; thought was occurring under thin roof.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bug where pawns can be left out of drum dance party.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns kicked out of bed after vomiting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double reservation on bed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: World edge marker visibility adjustments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception during floordrawing job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No drawing appears when child does floordrawing on a bridge.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns attempt to CarryToBuilding when they cannot reach building or pawn.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fingerspike corpses are no longer left on distress signal maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Using psychic slaughter on a large animal voids excess meat.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when body part is removed via death acidifier.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns avoid fog if player-controlled and undrafted.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prison break interval not showing on wild people.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cocoon spawned insects do not have the correct faction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hit point percentage is not shown on books in trade window.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Remove transferrables separated by rot progress causing hauling/loading bugs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Plant growth percentage now rounds down.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Outposts no longer always spawn directly in the centre of the map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Babies can still get tentacle arms from unnatural healing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when settling map from caravan.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Allies in fog unable to target enemies causing 10 jobs error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Growing zone plant age text missing &amp;quot;year&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Remove instant load from shuttles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs in 1 tick during cultist psychic ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Entity transfers can interrupt another entity transfer job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Random mental states on animals caused by hediffs will now always be manhunter.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prison error when right clicking on meal in deep water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shelf item rendering changing when region regenerated.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nociosphere AI error if target is not hittable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Snowhare UI icon scale.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Resource pod crashes now avoid water.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when despawned royal dies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bug in updating to load list on transporters.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns not drawing if leaning out of a fogged cell.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 ticks error when pawn tries to attend ritual at the position they were already standing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various exceptions and missing labels with scenario quest parts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Reduce the cover effectiveness of some Anomaly buildings that were unreasonably high.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent history graph recordings if the player has no home map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Tainted clothing dyeing loop if the same color is set twice.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error accessing map floor wealth in weird circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could select fogged resources for construction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Factions with raids disabled will no longer be used for timed detection raids.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Apocriton 10 jobs error due to being able to cast longjump too often.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unfinished items could not be stored.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing weapon information on hediffs in health tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech allegiance overlay not working without biotech enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error if pawn lost haul carry capacity during a haul job.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Gray pall not occurring in ambient horror mode.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cloned royal title memories causing NREs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Correct plural label for muffalo. (It’s like buffalo.)&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Timed raids not showing alert in some scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when deleting last world planner node.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when factionless animal tries to cast ability.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Spectator preview not showing if ideology isn't installed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Defoliator and Psychic Droner sleeping mechs don't wake when melee attacked.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No hack option with drafted pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Immutable stat caching error on tutorial start.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Thing icons being flipped if they were horizontal.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn mass stat not showing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Untranslated shuttle string when Royalty disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttles couldn't land on hidden conduits.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Fogged pawns counted as active threats on map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Collection was modified error in TryIssueJobPackage for BringBabyToSafety.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various sources of non-deterministic map/world generation.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Symbol resolver using out of bounds rects, added warning when trying to modify out of bounds terrain.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some jobs could select fogged destinations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cube sculptures consumed inspirations.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Various apparel and pawn kinds missing their toxic environment resistance if Biotech is not loaded.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when trying to open new colony menu with invalid scenario.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Biome terrainPatchMakers are now prioritised in the order defined in XML.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Small memory leak from Gizmo_GrowthTier.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns unloading food incorrectly when returning from a caravan/transporter.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when dead manhunter is cause of death for faction pawn.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible enumeration exception in giving died thoughts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns trying to pack food into their inventory when they're already over encumbered.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stage then attack timer is lost on Save-Reload.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Allow holding open of factionless doors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Can't paint floors under buildings if unaffordable terrain beneath.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add egg reward weighting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: No incidents occurring on destroyed hostile settlements until claimed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stage and assault strategy could throw error.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turkish language worker implementation of WithIndefiniteArticle is incorrect.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Randy not respecting max threat interval correctly in new colonies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Stat effect factors on hediffs not appearing in tooltip.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Null pawns could be returned from pawn map queries.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wick animation not removed when explosive doesn't destroy itself.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Conduits no longer cause monument destruction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Items sometimes showing up twice in “enter map portal” dialog (e.g. enter pit gate).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception that occurs sometimes when leaving pocket map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Lodgers now show up in leave pocket map dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Caching bugs with regions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Transferring silver in gift dialog now properly updates mass usage.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Double newlines in a couple of alerts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Last weather being stuck upon loading.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Accidental access of disabled work type in illegal case in genes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Faction has null relation with&amp;quot; spam.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Strange signal quest no longer ends if it hasn't been accepted before moving maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in AttackTargetFinder with no EquipmentSource.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: “Can't finish loading” message not firing on shuttles after first time.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttle mass not updating when removing items via load dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Anima tree shadow volume.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improved opportunistic hauling from valid zones.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sickly world pawns can get diseases and die, and send funeral letters.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cancelling all mine designations now cancels mine vein designations too.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add a check right before entering transporters in case something was added to the load list.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Was possible to target world map transporters when launching transport pod.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prevent animal hospitality quest from running if you have no pawns capable of animal handling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Waiting royal shuttles now consider pocket maps when checking if their pawns are there.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ground penetrating scanner no longer works on sea ice biomes.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ground penetrating scanner no longer finds ore under bridges.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Civilians dying doesn't end shuttle crash quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech clusters should no longer ever break through mountain roofs.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Open gray box rendering upside down.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns leaving rituals are not properly removed from assignments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: False alert about needing a doctor if a baby is hungry.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Texture loading memory leak.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Relationship letter revealing fogged pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception triggering manhunter from turret damage.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when fabricor tries to hack.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some gizmos grouping when multiple selected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Implied defs (and some others) don't set up defNameHash.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: NRE when generating prisoner willing to join site.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Improve thing set maker logic so the first option doesn't have to reach the min value.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Constructed TargetInfo with no map&amp;quot; when pawn with no corpse dies to a partially-blocked attack.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Haul to cell doesn't cancel when the destination position becomes forbidden.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Creepjoiners could depart on maps without an exit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Adjust shadow offset for biotech trees to better match the tree's position.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Debug quests always having 10000 points.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Dye flammability was missing. It now matches tinctoria plant.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Colonists not unloading food that their policy does not allow.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns get stuck merging items in a zone which has a target item outside of allowed area.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;CompUseEffect_SpawnFleshbeastFromTargetPawns requires a CompTargetable&amp;quot;.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hovering over some memes could produce errors.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible exception when carried thing is nulled after loading.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Close any opened main tabs when jumping to or from world map.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Errors when pawns are locked in 1x1 rooms in some scenarios.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;round&amp;quot; capitalization issue.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several inconsistencies with “Load Transporters” dialog.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: If a texture defined in modded content cannot be loaded, the game now ensures it always has a default “missing texture” instead of potentially breaking the game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Tribalwear and kid clothing were missing from several default clothing assignments.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Eating/Babies feeding don't show as gaining food in needs tab.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Animals with complex cutout shaders not drawing correct rot color, added support for life stage rotting graphics.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Was possible to queue up multiple persona weapons for bonding.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Doctor not taking newborn baby to mother.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mutually hostile check not working if instigator or target were destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Throne alert showing for non-player thrones.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cannot release prisoners with the same faction as warden in un-exitable maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add cover to buildings that were missing it (genebank, nature shrines).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ritual shaders and their masking behaviour.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bonded animal died thought is no longer removed when their corpse is destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royal Ascent was still mentioning 'count' rather than 'archon'.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royalty crashed shuttle quest showing title/bedroom requirements of endgame quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Genies are no longer disproportionately selected for early game raids.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - The growth points progress bar on children now renders properly instead of always rendering as if no progress to the next tier had been made.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fixed an issue which caused apocritons to be able to use their long jump ability much more often than intended.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechanitor complexes would fail to fire if exostrider quest never completed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Favorite colors pulling colors from the wrong place.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Anything reading policy bloating savefiles.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing unit on max power output stat (4000 -&amp;gt; 4000 W).&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cancelling burnable rituals no longer triggers the outcome.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several instances where abilities treated entities as animals for targeting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: A number of animals were missing eating / hearing capacities.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Turning off dev mode while dev palette is open causes it to still block input as though it were open.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Same Ideology faction relation offset no longer applies when Ideology is disabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Friendly exited map tended goodwill offset never firing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Deadlife dust not resetting shambler lifespan if Biotech not enabled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Atmospheric heaters continued working after they ran out of fuel.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Not possible to capture held entity if it stops being downed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Quest gen could sometimes have an invalid map, causing bugged quests.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some corpses have their relations hidden when resurrected.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wastepack infestations will now fallback to a cell near where the wastepacks were destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when metalhorrors hibernate.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Terrain not displaying on correct layer.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Possible error generating relations for creepjoiners.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ModLister double-initializing and taking 2x as long as it should.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when game can’t find a starting pet due to low animal handling skill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns can’t ever sow plants on maps where the biome temperature wouldn’t let them be sown, even if actual temperature is fine.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Non-QWERTY keyboard camera dolly keys not rebindable.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mech tab is visible for a few seconds at the start of a new game.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechs tab does not reappear instantly when switching to a map with a mechanitor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Nociosphere pain range radius not being accurate on non-square maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hemogen target not save/loading correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when no terrain scatter alternatives exist.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error due to unfinished things after minifying crafting bench.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with sacrifice/execution rituals due to slaughtered pawn being removed from ritual.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Inverted logic for checking if banishing someone on an inhospitable tile.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Shuttles and transport pods now tick their contents.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Babies no longer prevent &amp;quot;Uniform thoughts&amp;quot; thought.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Opportunistic hauling issues when storing item from bill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Visiting sick pawns not causing interactions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Large body special filter not appearing in configs correctly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception in BreadthFirstTraverse due to hauling.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Cleaning translation files for English deletes Keyed files with no replacement..&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect newlines in Building_PlantGrower inspect string.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error about null map when egg in egg box is ruined.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Lung rot not working without Biotech or Anomaly.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ToxicEnvironmentResistance incorrectly locked behind Biotech DLC.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Missing new lines in quest reward text.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Manhunters not attacking factionless humans.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Small issues with caravan report strings.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: HediffGiver_RandomDrugEffect would never fire.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with nature running due to allowed areas.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Performance issues when targeting far away tiles on launchables.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Player can no longer reform caravans if one of their colonists is in an aggressive mental state.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Hospitality quest able to target maps with no colonists on them.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns walking through open forbidden doors circumstantially.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error could incorrectly fire in very specific circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns meleeing sleeping insects unprovoked.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error trying to capture entities with zero manipulation capacity.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawns could try to attack targets from disallowed positions.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Gather for child birth gizmo not showing in some circumstances.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error with monolith after resettling from Archonexus quest.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Some creepjoiner downsides not firing.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rituals can be interrupted if pawn becomes undowned.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Farskip map radius showing on caravan.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Attack begun&amp;quot; letters firing erroneously at some quest sites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Several things rotatable when they shouldn’t be.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Clean up bugged rituals in ideo on load.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incorrect log file location in settings on Mac.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when attempting to call mech boss group with no mech faction.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error during sacrifice ritual if sacrificee reference is lost.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: ManTurrets job only firing one mortar shell.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Condition causers don't have a faction set.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Wanderer joins event doesn't give information on best skill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error when suppressing platform surrounded by chunks.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Equipped weapons with a Normal ticker are having their verbs ticked twice.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error attempting to satisfy drug dependency when drug is on fire.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: &amp;quot;Destroying assets is not permitted&amp;quot; warning when changing language in editor.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Generalize gizmo descriptions for leaving / cancelling rituals.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Rocketswarm turret cannot be reloaded nor fired if not fully fueled.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Pawn generation error when generating new map after changing language.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ambush during ancient complex looting does not attack accessible sleeping player pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Royal tribute collector stuck in infinite loop.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 10 jobs 10 ticks error from pawns trying to carry drugs when over mass limit.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mute ideo leader capable of begin leader speech by using float menu.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Sizing of UI Icons for sculptures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Research hidden prerequisites don't show if no non-hidden prerequisites exist.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Incoming transporters/gravships will now prevent maps from being removed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Bill permanently reserved after canceling job authors work.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Multiple active gizmo sliders all move if one is moved.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Prioritize deep drilling with mech gives exception.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Assaulters could try and flee or leave from unexitable maps.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Ancient mech gestator tank missing top altitude bias.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Start bestowing ceremony fails if bestower is self-tending at that time.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Equipping weapon tutorial can't be completed if starting with a baby.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Forced traits in scenarios do not apply their skill bonuses.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Changing a xenotype to highmate in the tutorial breaks the game until you generate a new world.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: It's possible to be attacked by a sightstealer in the tutorial before you're allowed to draft pawns.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Update the text for nudity precepts to clarify that clothing can be worn during unsafe temperatures.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Error when hauling mechs to mech charger.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: 'Horn' has a space before it when randomizing ideo relic names.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Scheduling an operation to give go-juice to a guest with dependency says it'll make the faction hate you, it doesn't.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Apparel issues with mods that add colonists with different body parts.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Books are lost when a book shelf is uninstalled and destroyed.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Mechanoids need babysitting to deep drill.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Unnatural corpse fails to explode on death.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Add handling for things made from stuff being loaded without stuff.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Weapons with abilities that don't run out of charges (fire EMP) are listed as 0/0 charges.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Confusing message about &amp;quot;no hunter has a valid hunting weapon&amp;quot; when designating hunt with all hunters sick.&lt;br /&gt;
&lt;br /&gt;
== Anomaly DLC ==&lt;br /&gt;
Need nav for entities - all entities, pawn and non pawn, and then on pawn pages, icnlude animals nav as well.&lt;br /&gt;
&lt;br /&gt;
== Post 1.5 release versions ==&lt;br /&gt;
&lt;br /&gt;
They need to be hunted down and added both as individual pages but also here for implementation.&lt;br /&gt;
&lt;br /&gt;
== Version/1.5.4062 == &lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game === &lt;br /&gt;
&lt;br /&gt;
==== Mechanoid water emergence and slag chunks ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Certain large mechanoids have a chance to drop a “mechanoid slag chunk” when they’re broken down - these act like steel slag chunks and can be smelted for steel. (These are also replacing ancient mech detritus in Ideology.)&lt;br /&gt;
&lt;br /&gt;
==== Crawling ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When downed, humans still capable of manipulation can now crawl on the ground instead of being fully incapacitated.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Crawling colonists leave blood trails, move away from danger, and will seek out the nearest place to recover, like a hospital bed or sleeping spot. Enemies can crawl too.&lt;br /&gt;
&lt;br /&gt;
==== New wanderers after a “game over” ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - When all of your colonists are dead or gone, there’s a new option as part of the game over letter to “create new wanderers”, if you want a second chance with your colony. This allows you to create 1-6 new colonists to inhabit the remains of your colony instead of ending the game. This is entirely optional and you don’t have to use it if you prefer a more hardcore experience.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a search tool (default hotkey: Z) which allows searching visible areas on the map for items, buildings, plants, creatures, and more.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an option to make colonists’ moods on the colonist bar much more visible. They change color and glow when below mental break thresholds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added silhouette highlighting when the camera is zoomed out to make pawns more visible. This can be customized in the game’s settings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a 12 / 24 hour clock option.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a zoom to mouse option where the game zooms in towards the position of your mouse, instead of the center of the screen.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Redesigned the prisoner tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Redesigned the health tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - New and improved weapon art.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved plant art and added immature and leafless variants.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Clean room” command for colonists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;Mine vein&amp;quot; designator. This command orders colonists to mine out all connected mineral of a single type with one click.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added separate &amp;quot;smooth walls&amp;quot; and &amp;quot;smooth floors&amp;quot; designations to structure and floor architect tabs. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added the ability to dismiss traders.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new options on the world map to easily send caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new SFX for animals eating.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new jungle night ambience SFX. This removes the old high-pitched noises.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added and updated SFX for melee &amp;amp; ranged hit impacts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - You can now dismiss messages by right clicking them.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allowed capturing carried pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved construction hauling.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure beggars never show up with the requested item in their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Confused wandering has a max duration of 2 days.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Non-player faction animals with no lord eventually leave the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Display that a target pawn is psychically deaf when targeting them with a psychic shock lance and other equivalent equipment.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increase target prone accuracy modifier from 20% to 50%.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added north and south facing artwork for all dessicated animals. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tending to non-hostile factions improves goodwill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Killed leavings are deterministic instead of random on death.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Invisible pawns no longer block hostiles from pathing through them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved firefighting so colonists prioritize putting out nearby fires.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Teetotaler vs chemical interest opinion now only applies to teetotaler trait, not idelogion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Starting colonists have a chance to spawn with possessions related to their traits.&lt;br /&gt;
&lt;br /&gt;
==== UI and art ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved research UI.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improved policy UI.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Changed visuals for tainted apparel&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a corpse color modifier and changed rotting corpse colors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Display progress on research projects in project tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Research benches display research speed factors on the inspect pane instead of work speed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Clicking the &amp;quot;Need research&amp;quot; alert opens the research tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Draw the light radius of torches, braziers and lamps in yellow when placing or selected.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - New pawns will always be placed to the right side of the colonist bar.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allow targeting via the colonist bar.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjust stat names slightly so they fit better in tooltips.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Zones are renamed by the button on the inspect pane instead of by the gizmo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Add thought title to thought tooltip in case it's too long for the needs card.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Food now shows its ingredients in the tooltip in caravan/trade dialogs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ingredients in menus are now sorted from highest quantity to lowest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added research project info to research bench inspect panes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Egg box has a &amp;quot;select contained thing&amp;quot; gizmo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replaced X button texture with trash can for all &amp;quot;delete&amp;quot; instances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - List &amp;quot;efficiency&amp;quot; of added parts in point form like other hediff effects.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Relabel misc injury to &amp;quot;wound&amp;quot;.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Remove &amp;quot;shot by X&amp;quot; in tooltips if the pawn is player controlled and not drafted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Draw subtle background over main menu links to prevent bright backgrounds rendering them invisible.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - “Select contained thing” gizmo now displays the thing as the icon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update Ludeon logo on main menu links.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Reorganized some buildables on the furniture architect tab.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allow creating storage groups for single shelves by clicking the &amp;quot;rename&amp;quot; button on the inspect pane.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Show message when various abilities' cooldown ends.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Undergrounder trait description mentions pawns will be unhappy outdoors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an option to increase/decrease the number of autosaves the game will keep (1-25)&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Infestations now refund/minify any buildings they destroy.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update bridges to be the same color as wood floors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Moved natural hair ColorDefs to Core from Ideology.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Meteorite strikes will no longer hit monuments.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fires produce light.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Things to load into transport pods can now be changed at any time.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Numpad enter can now be used in dialogs the same way that return can.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Scale damage to buildings from fire/burn damage by their flammability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed some spot building exploits.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ensure crashed ship parts land before mechanoid drop pods, so mechs won’t die from the explosion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjusted some backstories to align with universe canon.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improve descriptions of hediffs for prosthetics.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rephrased grid excess/stored inspect string for clarity. Now &amp;quot;Grid excess: X (Y stored)&amp;quot;. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Updated flame damage to scale with building flammability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;resources to make&amp;quot; stat entry for buildables.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Created an &amp;quot;ingredients&amp;quot; stat entry for craftable ThingDefs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a duplicate area button to the area management window.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new Core tips.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Royalty ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Bestower and guards exit the map more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Ideoligion pawn column is not drawn in Ideology disabled mode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Trader inventories try to use the styles available for their primary ideoligion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Update drug policy records when pawn leaves biosculptor pods.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Moral guide abilities now wake up sleeping pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - &amp;quot;Unlocked by X&amp;quot; -&amp;gt; &amp;quot;Origin X&amp;quot; for building styles from memes in precept edit dialog.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Biotech ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Adjusted wastepack incident to consider pollution.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a confirmation dialog for when a potential mechanitor is incapable of intellectual, similar to smithing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Remove reference to damage over time in acid spray gene description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Displayed a stat entry for turrets attached to pawns, such as heavy mechs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Displayed when a mechanitor is required to start the next cycle in gestator inspect strings. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Berserk and similar psycasts no longer work on bosses.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Babies in caravans now ignore drug policies like they do on map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added float menu option to take baby to a safe location.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Start game with dev palette on” settings option.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Only show names for official mods in incident chances debug output.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added more columns to incident chances debug output.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added tools for unfogging and refogging rects of the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Improvements to the &amp;quot;change style&amp;quot; tool. Allow changing colors of hair and apparel instantly in dev mode. Allow changing style of dead or otherwise unspawned pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added debug tool for spawning pawns of a specific lifestage.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added tool for tending all bleeding hediffs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;destroy part&amp;quot; option to apply damage dev tool.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added pinnable &amp;quot;add hediff&amp;quot; debug action.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Dev palette entries no longer re-cache their labels.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;None&amp;quot; option for &amp;quot;Set faction&amp;quot; dev tool.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added an editor window for authoring SimpleCurve objects.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added contents in braces to &amp;quot;add hediff&amp;quot; debug table for hediffs with names shared by another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Smooth surface applies instantly if in godmode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fires are now spawnable with the &amp;quot;Spawn thing&amp;quot; tool. Spawning fires on top of existing ones will increase the size.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added &amp;quot;Recalculate threat points&amp;quot; debug action. &amp;quot;Current threat points&amp;quot; output recalculates before logging.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added “Music debugger”&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Rewrote pawn rendering to use a parent/child node system. This allows for animations and visual dynamic parts to be added/removed easily (technical document link).&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Implemented asset hot-reload for developer/modder ease.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added support for maps which don’t have a corresponding world tile.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added new virtual relationship record system. Maintains relationship information without bloating save files.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Pawn rendering is now multithreaded.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a new super-fast dynamic thing culling system.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added support for wall attached buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added infection pathway system. These allow for the easy tracking and explanation of infection for the purposes of hediffs and incidents. Only used for some Anomaly content, does not change how base game infection works. Infection pathways can optionally require a source pawn kind attached to them for extra detail.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added a new music system which can change between songs based on current game state.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Optimizations to various alerts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Small optimizations to beauty calculations.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Optimize food searching for animals in pens.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Minor performance improvements for tending WorkGivers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Minor performance improvements for feed baby and study work givers with large numbers of pawns on the map. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Add dev gizmo to manually toggle building power. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Make RaceProperties.IsFlesh return a bool in the race's FleshTypeDef instead of hard-coded to mechs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Damage effect pawn tinting is done in material property block instead of copying a new material.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tick equipment on pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed redundant burning stump spawn check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Small optimization for gas section layer setup. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed 100% cap from AnimalGatherYield, ButcheryFleshEfficiency and ButcheryMechanoidEfficiency StatDefs.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Melee verbs check if they are a melee verb first before checking if they are usable. Slight performance gain.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Skill gains/possessions from traits and backstories have a custom xml loader which reduces xml config.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replace BackstoryDef's &amp;quot;baseDesc&amp;quot; with Def's &amp;quot;description&amp;quot; field.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Made xpGainAmount from skilltrainers configurable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Removed CompProperties_Neurotrainer and CompNeurotrainer, replaced them with existing skill/ability gaining comps.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Gas rendering now sends density values to the shader and color and texturing is resolved there.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Alerts can be flagged as expansion-specific. Avoids checking if that expansion is active every check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Hediffs can now override the skin shader.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Disabled work types use a cached value instead of recalculating every call. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - More control over flecks/motes via XML.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Replaced uses of UnityEngine's Random.Range() with our own Rand.Range().&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Renamed classic -&amp;gt; classicExtraMode and hiddenIdeoMode -&amp;gt; classicMode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - If a customizer is defined, rule selection for &amp;quot;p=&amp;quot; acts like priority instead of weight.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Increased float range serialization precision.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Allowed areas are now per map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Reduce the base maxRemembered value of history events to alleviate some save file bloat.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Meteorites leaving stone change terrain after save/load cycle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Many pawns in a small space can cause heat to build up forever.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Checking/unchecking pregnant animal slaughter inconsistent with checking/unchecking slaughter bonded with animals total.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Auto-slaughter attempting to slaughter youngest animals and pregnant first.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Psychic suppressor constantly being reapplied at edge of range on world map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix translation issue: Wrong surgery outcome texts without Biotech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lodgers can farskip and enter ancient complex shuttles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: CompPollutionPump uses Find.CurrentMap for artificial building check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mineable steel generation in tutorial.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Smeltable thing filter allowing wooden apparel to be smelted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unfogging working incorrectly for large buildings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ink black hair not rendering the correct color.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Nudists trigger “need warm clothes” alert.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error getting null target for throne/bedroom requirements alert explantation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Whitespace on claw injury label.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gatherings could select invalid organizers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Team skills showing disabled skills.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech bosses can be called one after the other within a 2 second window.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Consumable items can appear as relics.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Installation blueprints render behind things.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ancient fences and wire not deconstructible.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hediff iteration not correctly accounting for hediff removal.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Targeting circle not displaying above some thing overlays.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent wall raise from being used on indestructible things.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If a pawn dies while jumping, their corpse (and held item) is not spawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Melee trap damage/ap stats display as 5x as high, despite being spread over 5 hits.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Precept_Role.apparelRequirements potential NullReferenceException.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Organ traded/sold/installed thoughts have &amp;quot;organ harvested&amp;quot; label.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drugs being considered with the fresh filter.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Learning rate being applied on tech print XP bonus.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when looking for a spectate cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when mining smoothed wall for door blueprint.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Overlays used Matrix4x4 in cache, potentially creating a huge amount of unused lists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Incorrect stack count when looking for food to train animals&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Remove wake up trigger if lord or pawns don't exist.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Saved references to destroyed relic/removed ideo/precept.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns no longer analyze items at unpowered research benches.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Setting the drug policy of imperial troops makes them drop their drugs required for their xenotype.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Notifications are sent about guests that are leaving the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Trying to save discarded pawn reference in BattleLogEntry.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gender specific apparel does not show gender in their info tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ritual opportunity letters now prefer pointing to altars and ideograms before ritual spots.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Research bench &amp;amp; techprints don't respect allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ability cooldown text cutoff in windowed mode.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Deathresting pawns don't display life threatening hediff alerts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Firefoam pop pack: Wrong stat name and description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonist backstories getting generated on any pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pen marker nutrition calculation not working in some circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can hack even with hacking stat disabled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dates on history tab can be cut off if too long.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Multicell things beauty counted once per cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Float menu error if construction is blocked by trees marked for extraction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Desired color not saved if apparel has not been colored before.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Goodwill from guest average mood not being applied. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: High tech level faction pawns can generate with tribalwear and other neolithic-only apparel to satisfy warmth requirements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Targeting gizmos now deselect any active designators.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Headgear apparel doesn't check canBeGeneratedToSatisfyWarmth flag.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unable to strip prisoners that were quest lodgers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Simple meal gizmo doesn't display correct texture.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn name changes spacing on biosculptor pod when zooming camera in and out.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Inconsistencies with random graphics when installing minified buildings&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Empire hostile to beggar temp factions.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Randomized graphics not maintained across blueprint -&amp;gt; frame -&amp;gt; building&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Line color inconsistency between drum/campfire link and light ball/speaker link.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Art bench: The word &amp;quot;make&amp;quot; is missing for ideoligion sculptures.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech cluster mortars can be roofed over without any penalty.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sanguophage meetings sometimes skip implantation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Red error attempting to plant held Gauranlen pod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: DeleteSpawnedPawns() in Autotests_ColonyMaker missing null check.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gather for childbirth gizmo showing on beds when ritual has already started.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sanguophages don't know how to react to hunters being captured.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Line connecting pawn under combat command goes off map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Minor typo in ThreatReward_Manhunters_ItemPod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fixed pawns praying during labor interrupting the ritual.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Errors when social fight interrupts dyeing clothing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent colonists from eating at a fogged table.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Doctors now ignore medicine restrictions when draft tending with medicine from their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hyperlinks on research screen drawn out of bounds, causing performance impact with larger unlock lists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lesson giving reservation bug.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoner interaction mode is reset upon being released.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Traders spawn with incorrect food need value.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Collapsing from exhaustion no longer throws error if the pawn can't reserve the cell.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Berserk warcalled animals will not attack hostile turrets. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when recalculating ideoligion diversity on a save that had other expansions added after the start.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Filters not applied correctly on ingredients/products in recipe tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Invalid spectate cells can be picked when the ritual room is too small.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Recalculate product counts more reliably.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shooting projectiles phase through walls if the distance to target is less than 5 tiles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Favorite/ideoligion color thoughts not occuring with exactly 60% colored apparel.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blueprints now maintain the correct random graphic when being installed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error during archonexus quest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: In classic ideoligion mode, all pawns without override name generators will use the player faction's name generator.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error trying to execute colonists after banishing them. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Addiction withdrawal effects are not listed in the hediff's tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Power conduit frames appear below walls.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cannot release wild man after arrest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Various high tech research projects missing research bench requirements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoners who were former colonists still follow what was set on their schedule tab.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ancient danger/ruins spawning positions were based on top left corner instead of center. Spawning these should be more consistent.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Some ThingDefs, including meals, didn't display correct &amp;quot;created at&amp;quot; stat entries. These ThingDefs also display ingredients stat entries now.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error on pawn hatching from egg on caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Breastfeeding not clearing idle tag.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Lines not being drawn between facilities. Caused by correcting red line drawn between potentially supplanted facilities.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns other than the bestowing target can be set as the target. They are able to leave and cause the bestower to stay until they collapse.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Double checking for heat stroke and hypothermia in bestowing ceremony lord.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Spray attacks can't target open door cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Acid and foam spray affected cells don't take into account leaning past cover.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonist is given a random faction when carried and then Farskipped to the same map tile.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mechanoids on caravans may throw an &amp;quot;out of bounds&amp;quot; error when trying to automatically shutdown on arrival if the landing zone is crowded.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Draw quest info minimized in character card if it would stack to 3 lines.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Temporary factions not in map attack target cache.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unrecruitable pawns from slave purchases can join as colonists.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colonists unable to mine walls while standing on furniture. Inconsistent with other work givers.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fix error when projectile tries to hit a pawn that has just changed map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wrong save mode for inSignalsRemovePawn.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Medicineless hemogen extraction recipe brings blood loss up to 65%.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Light mechs have sensors and arms described as &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;, even though they don't have multiples.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Priority work not clearing for hauling&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns can die from going from extreme -&amp;gt; serious toxic buildup due to consciousness differences.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception while recalculating various thoughts for passing ship pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hemogen farm does not take into account brain damage consciousness reduction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hemogen extraction done without medicine has less blood loss than extraction done with industrial medicine.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Handle scenarios where items set to load are null&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Seek safe temperature jobs don’t respect a pawn’s allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rot stink gas doesn't cause lung rot without Biotech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Uncaptured pawns now have the “No meds” medical care setting.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev quickstart adds factions that are supposed to be replaced by others. Eg pirates by pirate wasters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Default faction type doesn't set faction if it was replaced by another. (eg. Pirate waster can replace pirate)&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Waster pawn kinds default to normal pirate faction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Frame version of shelves missing copy and paste settings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when changing a sanguophage to a baby on scenario setup.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech slag not maintaining graphic index over saves.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Incorrect execution part selected. Deathless pawns have their brains targeted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when trying to generate a quest with no colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Can tend to temporarily hostile refugees.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Caravan errors if pawn can path but animal cannot.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;Herder&amp;quot; childhood backstory doesn't have any animal skill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Animal pen auto cut not working in some circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: ShootBeam was updating the current path when trying to draw highlights, which would cause a beam ability to change direction mid-fire.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev palette error with mental breaks on the bar and no colony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Non optional materials selectable in bill details. Eg. components.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error with custom mechanoids with talking ability attempting to give/receive lessons without skills component.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shuttle fly distance inconsistent between calling from caravan vs calling from map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Charged abilities can be cast via queuing into negative charges.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error with mechanitor corpses causing gizmos to be hidden.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Secondary use item targets are reserved when first ordering usage.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Herd migration ignoring pollution.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wardens with nil suppress rate get stuck suppressing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn duty being cleared during childbirth.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Add appropriate work to make tox packs. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Required hediffs and traits of thoughts not working together causing thought to not be present when it should be.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Wearing human leather apparel thought not properly nullified by ideoligion precepts.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Drafted pawns now respect forbidden doors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Disallowed filters are now checked before allowed filters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hostile pawns can no longer be placed in beds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Faction goodwill not giving full reward.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Name of Ideo ritual room keeps randomly changing from default to ideo worship room name.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hungry pawn undrafted on map edge can throw out of bounds error for ingest job.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Non-fresh corpses no longer count towards days of food calculation in caravan dialog.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cast ability job fails if ability goes on cooldown.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Potential error during throne speech.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Stone bill menu text cutoff.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Resurrected stillbirth thought remaining.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Extract skull job isn’t ended if designation is removed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Show disabled option if pawn is incapable of hauling to shuttle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The “leader” role for ideoligion in the “ideoligion system inactive” playthrough is not capitalized in the bio.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Duplication of &amp;quot;sold slave&amp;quot; opinion offset if Ideology is active.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Warcall animals not hostile to all threats.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when placing a blueprint near the edge of the map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: An animal being rescued / carried by a pawn cannot be assigned to a bed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns cause 10 jobs in one tick when recovering from downed and trying to recover a dropped weapon that's currently on fire.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Issues reserving spots for gatherings.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Fences on the edge of the map cause an error when attempting to link out of bounds.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Warning when reserving stack of food.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: When a pawn that’s incapable of fire fighting is ordered to extinguish a fire, no right-click option shows up.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Deliver food causing reservation errors rarely.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Designations on minified things are maintained once they have been installed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Need meditation spot notification typo.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Temporary factions can be selected for some quests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mechs are able to open hermetic crates if multiple pawns are selected.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Missing Ideology check for Beggars PawnKindDef.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If there is no storage space for eggs in an egg box, there's no 'empty' option on the float menu at all.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Empire hussar cataphracts for quests come with no go juice.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Trader Kind things debug output appears incorrect.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Springer of trap counts as instigator of explosion.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide stack count warning when creating a caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Allow players to order colonists to take medical drugs from their inventory.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Needs power overlay now respects draw offset.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Assigned pawn is maintained on throne reinstall.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion presets with a single &amp;quot;random&amp;quot; style option don't adhere to normal style selection rules.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest lodgers don't have their apparel locked properly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Disable work and add On Duty thought to helpers for raid reward quest.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns aren't dropped when TakeToBed job is interrupted.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when an animal gives birth on a caravan.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn can't reserve bench next to another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns sometimes ignore manual work priorities, and will switch to lower-priority work mid-job.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns sharing seats on interaction cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Clear designator selected area when changing map.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Caravans set to rest are considered idle.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoner is forbidden after ritual finished and captured again.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: NullReferenceException when trying to print replant blueprint.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest states 'the pigs will not do any work'. Pigs here referred to members of the pigskin faction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide the “tend without medicine” float menu option if the pawn is being carried.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Teaching not giving passion thought.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide allow fresh on butcher config.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Stacking red error on bugged birth that won't end.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Huge lag spikes due to skygazing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Transport pod crash refugees sometimes aren't downed.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent colony faction prisoners from participating in childbirth.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Outdoor lighting in base generation doesn't follow the faction’s ideoligious style.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: If a pack animal's inventory is emptied when it's asleep, its sprite doesn't update until it wakes up.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: GenDrop trying to place things on filled cells.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Shadows not affecting trees.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: 'Conversion resentment' gives separate instances instead of stacking.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: You can influence pawns during mental breaks by changing how they react to nearby enemies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Potential error while using comms console.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Royal tribute collector gift mode displays but is useless/detrimental to use.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Slaves in mental states (not rebelling) display &amp;quot;X is rebelling&amp;quot; on ideoligion ritual dialog.  &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cancel jobs upon load if item forbidden.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rare music error when choosing a new song.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prisoners getting unsafe hemogen bill.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: End wick if explosive thing is despawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Quest lodgers no longer count towards idle colonist count.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Dev toggles on pawn log ITab display in large font.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Beggar tense incorrect for &amp;quot;have accepted&amp;quot; gift.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: “Reduce will” not using the correct interaction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Mech gestators spawning mechs early.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blood loss doesn't show up in a colonist's health tab when viewed from the caravan embark setup.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Marking carried animals for slaughter throws an error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Float rounding pawn generation error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hediff_ChemicalDependency doesn't override CopyFrom().&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawn doesn't get interrupted to join the marriage ceremony.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cleansweeper pathing to destroyed things on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Skull and deathrest capacity serum have duplicate CompForbiddable.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Torch blueprint fire size incorrect.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Can order pawns to consume food that's outside their allowed area.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Option is given to have a pawn haul corpses reserved by wild animals for eating; clicking it does nothing.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Arrested refugee joins faction upon release.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns with royal permits can't trade/complete trade requests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Complexes not spawning terminals.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion persona weapon relics misnamed on thought label/description.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ship part crash incidents will still attempt to fire, causing error, if the mechanoid faction has been removed from the world.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Animal flaps have a faint line in the center when open.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;Traits sampled&amp;quot; debug output not discarding generated pawns, causing warning spam on save/load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Beards don't layer properly on thin head shapes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Ideoligion relic installation quest generated with errors.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Monument building quest spawned with several red errors and broken details.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: NREs from colonists who don't need to eat.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: PawnFlyers disappear on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sandbags have a small pixelated border around them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Direction arrow is on the wrong layer, gets covered by shadows, zones, and fog.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Unfinished power line blueprints under walls go invisible once materials are delivered.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Missing &amp;quot;create fluid&amp;quot; translation key.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prison breaking prisoners can be selected to be carried to biosculpters.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error when trying to reserve the same bed for resting.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: 'Destination' line is visible connecting to the bed of sleeping pawns.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Paramedic mechs cannot tend to colonists in caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Adding temperature-specific clothes to a pawn does not check age, so modded child warm apparel can be given to adults, causing an error.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hidden faction information visible on inspect pane. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns incapable of firefighting can be prioritized to fight fires.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Reference collection not scribing nulls.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Psycast meditation ending abruptly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Chemical dependency hediff severity cannot be edited via dev tools.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hair is partially layered beneath stockpiles.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: No PawnKinds example for raid quests.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Bestowing quest broken if pawn unspawned.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Bestower Ceremony Error - tried to add pawn to lord but this pawn is already a member of another.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Blackboard facility should have only three allowed max connections as learning logic allows only three blackboards to boost a school desk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Cannot search for creative reward names with spaces in them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: &amp;quot;DEV: Complete&amp;quot; command doesn't work on unfinished things in some scenarios.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns digging out of map when they should not during kidnap duty.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Interceptor shields break, causing long recharge, when hit by EMP damage instead of stunning them.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hoopstone and horseshoe differ in sight capacity requirement.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Sudden light level change at midnight at north pole colonies.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns may meditate with max joy and no psylink.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Installing an archotech eye is seen as a surgical violation.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Group loading horses into drop pods will assign more weight to one drop pod.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: “Take to stockpile” bill option resetting in certain circumstances.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: GauranlenPodSpawn incident uses OnOffCycle, which does not work properly if onDays or offDays changes.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Constructing buildings sometimes has pawns facing the wrong direction.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Downed mech can cause a mech raid site to stay active&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Exception when trying to validate the “give birth” ritual gizmo with no beds present.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns at the map edge who get hit and tween towards the view rect edge disappear for a small duration.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Increment time debug action causes errors for ended sustainer.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Text size not reset after drawing inspect pane title for pawns with no inspect pane elements.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Load stack count is incorrect for caravan ITab when there is only one thing in the transferable and the player isn't taking the whole stack.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error on corpse destruction when completedObligations is null.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns are able to take drugs from inventory if they have an ideoligion which prevents it.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Plants dying to polluted terrain induce &amp;quot;died due rotting due to being left unharvested&amp;quot; message.  &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Refugee pod quests don't affect charity-loving ideoligion members.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Removed wastepack incident from occurring randomly.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Prevent duplicate entries in precept tooltip.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Hide &amp;quot;max satisfied title&amp;quot; on drugs without nutrition.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3704 ==&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
* [[Version/1.4.3704|1.4.3704]] - Fix: Pawns leaving map have their assignments reset. - ''&amp;quot;Does this relate to beds and caskets and such?&amp;quot; - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]])&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3682 ==&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - The bestowing ceremony lord will now be removed once the last pawn has left the map.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Update previous passion values if a child growth moment picks a skill with passion dropped by gene.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that generate with passion-dropping genes will no longer generate with passion for those skills.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: Ranged weapons that don't do bullet damage don't display &amp;quot;Headshot&amp;quot; text on head hit.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3641 == &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Betrayal quests now fail once all the surviving refugees have joined your faction instead of just any. &amp;lt;!-- this needs to he verified in game before putting it up on the page - does this apply only before the join offer or at all times? --&amp;gt;&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Colonists can now put unadopted babies born to prisoners in cribs.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Allow rescuing babies, even if they are from a hostile faction, without having to adopt them first.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Ageless gene stops aging progress at 18.5 instead of 18.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Added an alert for babies from other factions which have no local caregivers and can be adopted.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: UI scale resetting to higher numbers for monitors with height below expected values. (eg 1280x720)  &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Colonist in labor letter doesn't have look target set. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Generated immediate family relationships unable to generate. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Mech global work speed is affected by darkness. Inconsistent with move speed. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Beard and genes offset incorrectly based on rotation in some situations. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Growth stat appearing on humans. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;crytosleep&amp;quot;. &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo: &amp;quot;means that so&amp;quot; &lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix typo &amp;quot;forth body ring&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3613 ==&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Shuttles trying to land on a map that was despawned will fallback to using one of the player's home colonies instead.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Xenotype name is locked when loading custom xenotypes from gene assembler.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Removed duplicate stat entry RestFallRateFactor.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Power consumption on inspect string incorrect when using a consumer with idle power consumption.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: AI trying to use tox gas on immune targets.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Some recipes missing ingredients in tooltip.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Colonists with pending bestowing ceremony quest in caravans don't have hediffs ticked.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Babies and children added onto total population for shuttle mission quests. Ensure that at least one adult pawn can be left behind before generating quest.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn lend quests only take into consideration children and babies when determining colonist count when generating.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fixed issues dealing with betrayal and refugee quests around recruiting of refugees: Refugees are properly removed from extra faction lists when they are recruited. Recruiting a refugee will immediately fail the betrayal quest.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3580 ==&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Display genes regrowing duration on gene extractor float menu options if available.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Check if region has deadly danger before giving nature running learning.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Show rejected float menu option for slaves attempting to use non-slave medical beds.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Archonexus quest generates &amp;quot;Caravan lost&amp;quot; letters for any pawns left behind.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Cannot absorb xenogenes from target if target has custom xenotype and selected pawn is baseliner.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Traits selected during growth moments don't modify skills.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Child not allowed to enter shuttle called via permit. &lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Typo &amp;quot;worshiped&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Children cause the &amp;quot;anima linking ready&amp;quot; alert to be active when no adults can link&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Embryo and growth vat embryo insertion command tooltips display incorrect gestation duration.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Inconsistencies with psychic bond distance between a pawn in a suspended container and a spawned pawn.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Deathless pawns who have the deathless gene removed don't have their health updated.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Searching for gene in create xenogerm dialog doesn't highlight selected genes.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Some buildings able to overlap zones where nonsensical.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Wrong description and tooltip shown for custom xenotype pawns&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Biostats calculate incorrectly for xenogerms created with 3 of the same gene.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3563 ==&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Update rewards for OpportunitySite_AncientComplex. Higher value rewards can now occasionally appear, along with genepacks, archite capsules, and deathrest capacity serums.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Hospitality refugee uses the same system to determine refugee count as for beggars.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Inconsistent psychic bond torn when one partner is in a suspendable building.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Food restrictions now respect eg &amp;quot;Allow vegetarian food&amp;quot; for instances of food and not just based on def.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: &amp;quot;Slept in cold&amp;quot; and &amp;quot;Slept in heat&amp;quot; memories don't take into account gene-related comfortable temperature offsets.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3557 ==&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Dependency genes override other drug-related genes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: 100% chance for tattoos if pawn has no ideoligion. &lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3555 ==&lt;br /&gt;
=== Changes since unstable ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Removed xenotype sets from existing MemeDefs.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a stat entry for humanlikes which displays their current age rate multiplier.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Chemically-dependent xenotypes can take their desired drug by right-clicking it, even if their ideoligion forbids it.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a positive &amp;quot;child not in growth vat&amp;quot; thought to &amp;quot;Growth Vats: Prohibited&amp;quot; precept.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update the description for &amp;quot;child not in growth vat&amp;quot; to make it clearer that it relates to the colonist's child, not just any child.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Update non-combatant debug view to not draw timer on pawns which are permanently combatants.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Children attempting to draw on the floor of areas with dangerous temperatures.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pollution goodwill loss during Archonexus questline.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Ultraheavy boss mechs are never targetable by lances.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: 'Missing ideo building' debuff after reforming an ideo, even if the building is present.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: New joiners can spawn as the children of colonists who grew up in the colony.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Impossible relationships appearing with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Animals use human child and adult age rate multipliers.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
&lt;br /&gt;
=== Big new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Single-xenotype NPC factions have a chance to generate with Preferred Xenotypes about themselves. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - For the purposes of precepts, autonomous weapons include colony-controlled mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== Smaller new stuff ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a UI button for absorbing xenogerms of appropriate targets, to help players understand that this option exists.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added social thoughts for giving a lesson to a child and the child receiving a lesson.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If a child is unarmed and hasn’t participated in combat at all, raiders will treat them similarly to harmless livestock. This means the raiders will deprioritize them as targets and not hunt them down. It makes unexpected combat more survivable for kids, opens up those “porkchop hiding in the shed” stories and might create some rimworldy strategies.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Melee raiders now ignore non-combatants that aren't in LOS when choosing new targets (previously only ranged-attack raiders did).&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Factionless pawns can spawn with any defined xenotype including those from mods and those which are player-created. Player-created xenotypes must be referred to in an ideoligion, or used as a player starting colonist, to spawn.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - We now allow the kind trait to apply in addition to other violence-related genes.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Pawn apparel generation takes into account min and max temperature stats per individual pawn rather than per xenotype. This means that yttakin will be less likely to spawn with parkas (they generally don’t need them) and so will look cooler.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - When a bloodfeeder feeds on a person, the hemogen they gain is now related to how much blood was left in the target. This solves some logical incoherencies, and an exploit that involved keeping a deathless blood-farm and bloodfeeding on them over and over. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - As people grow up, their aging rate now smooth scales from child age rate to adult age rate over several years. This prevents the problem of having a lot of 13-year-olds in the colony after raising children.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If child enemies are disabled in the storyteller settings, refugees with children will not betray and attack (because that makes children your enemy). We reduced the chance of children spawning in refugee hospitality quests to mitigate balance impact of this.&lt;br /&gt;
* Display recipe ingredient counts on recipe float menu option tooltip.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a &amp;quot;(disliked food)&amp;quot; parenthetical warning on the right-click menu when telling colonists to feed themselves or a patient a food that the eater would dislike. This helps players predict what will happen.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - A caregiver feeding a patient will now feed them ideologically-venerated food sources if there are no non-venerated food sources.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Player is given the choice to set mechs to escort when a mechanitor leaves a map.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Ability UI buttons can now shrink like psycasts if there are too many, to avoid covering the screen.&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - If player sends a pregnant colonist on a “pawn lending” quest in a shuttle, and she gives birth during the quest, the baby will be returned with her instead of being kept by the questgiver. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a thing category for mechanitor body parts (used on stockpile config etc.)&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added a toggle for the glower color picker to disable the darklight-related UI elements for modders that want to re-use the dialog for other things. &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Show birth letter for babies born from lent colonists in a PawnLend quest.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Babies born during a pawn lend quest: If a baby is stillborn they are sent to the colony immediately for burial.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Display conditional stat affecters from ideoligions in stats page.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Add dev tool to add ideology development points.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added description to &amp;quot;force xenogerm implantation&amp;quot; command.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Shuffle inherited genes before adding them. Added a debug tool to spawn a baby given two parents.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Bringing babies to a safe temperature jobs can now be interrupted.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Added an alert which displays deathresting pawns who can be safely woken.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Custom xenotypes show up with relationships that make no genetic sense.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Hair color genes have a chance to not be passed on.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Genes requiring other genes can be skipped for child genes generation.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: HypothermiaRevealed tale displays death by cold even if the subject did not die from hypothermia.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3542 ==&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Missing ideology check when drawing dietary type stat.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3541 ==&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Disallow baby food and hemogen packs for chemfuel creation recipes.  (Check if this means outright prevents their use or just that they're disabled by default before adding - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Adjusted power info text for deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Sites where the only player pawns are mechs inside drop pods will auto-remove.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Mech debris can spawn on the anima tree.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: A colony mech that is abandoned at a tile will still consume bandwidth.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3534 ==&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added 'humans only' option for bills.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Abandoning home doesn't unlink deathrest buildings.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Deathrest buildings not unlinked on starting new colony for archonexus quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Mechanitor buildings are considered &amp;quot;natural&amp;quot; by natural meditation sources.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Thrall reinforcements can be passive in certain circumstances.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Genes can be given to children who do not have prerequisite gene.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Unwaveringly loyal sanguophages will offer to join your colony after the quest.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Ranged enemies come into melee range consistently when shooting positions are available.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3531 ==&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Clarify that the implant genes ability overwrites the target's xenogenes in the tooltip.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3530 ==&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Reduce growth points of generated children by ~25%.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Deathrest buildings drain hemogen enough to empty over the course of 10 days of deathrest.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Don't display pick up options for drugs that the pawn will drop immediately anyways.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Remove addictions when adding chemical dependency genes.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Minor adjustments to pigskin and impid pawn kinds. Force them to use faction xenotype set.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Babies that have fallen asleep in someone's arms no longer immediately wake up.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: With toxic fallout active, inspecting items from trade ships causes errors.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Archonexus quest allows taking mechanoid weapons with you to a new colony.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3529 ==&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Added missing fill percent for gene and mech buildings.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Update go to bed float menu option if pawn is waiting for surgery and no doctors can do it.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Highmates can create bonds with quest visitors and vice versa.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3528 ==&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Charity believing pawns will get negative thought from &amp;quot;rejecting&amp;quot; refugees when the quest hasn't even been accepted yet.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Eye cut out graphics are misaligned.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Bossgroup drop pods don't use mechanoid drop pods.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Do a better job of displaying hulk body types in the pawn portrait in the rename UI.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Psychic drone now properly triggers for colonists being carried.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Held babies/children will now have thoughts about how their parents are happy. &lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Save modlist saving the filtered mod list.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3527 ==&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Update tutorial end message to point players to the correct place for changing storyteller settings.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Reduced mechanitor ship combat points by half.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Remove the option to close the birth letter if the player has not yet named the baby and it's the last tick available to do so.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Babies born outside the player faction are given a real name instead of just &amp;quot;Baby&amp;quot;. Players may still change the name if they adopt the NPC baby within a day of their birth.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Add a new icon texture for the circle which shows the current color on the copy/paste/change color widget icons.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Using reimplant ability doesn't give recipient correct xenotype icon for custom xenotypes. &lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Abandoning colony pawns text doesn't mention mechs. &lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3525 == &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Disable growth moment letter for quest lodgers.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies causing bad thoughts for bigotry ideoligions. &lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit all endogenes from parents.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Babies born from parents sharing the same custom xenotype don't inherit the xenotype name of parents.&lt;br /&gt;
&lt;br /&gt;
== Version/1.4.3523 ==&lt;br /&gt;
&lt;br /&gt;
=== New stuff - base game ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Painting and color customization &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added painting system: Paint walls, floors, and some furniture and buildings with dye harvested from the tinctoria crop.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Under the “Orders” tab, you can direct colonists to “paint wall”, “paint floor”, and “remove paint.”&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Choose from a large variety of colors to customize your colony!&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added many new carpet colors.&lt;br /&gt;
&lt;br /&gt;
==== Turrets, gas, gear, and medicine ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added new gas health conditions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rotten corpses and meat now release disgusting rot stink gas. Colonists that are chronically exposed to rot stink may develop the new “lung rot” disease.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an explicit “tend (without medicine)” option to drafted pawns which appears after the tend with medicine order.&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely overhauled the options menu. Options are grouped into different tabs, including a new mod tab. Screenshake was added as a new option.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Completely reworked mods manager and mods mismatch UI.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added tile inspector. View info about a specific tile by holding the “alt” key.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pawn icons to many menus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Created a square grid float menu for paint and carpets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Weapons are displayed below drafted colonist portraits.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - In addition to all the prisoners you got before, now you’ll get a new class of prisoner who is unwaveringly loyal to their home. They can’t be recruited, but they can be sold, sent home for diplomatic benefits, used for gene extraction or blood farming in Biotech, or used in rituals and enslaved in Ideology. (We did it this way because we wanted to make all the uses for prisoners besides recruitment more viable. Adding a new stream of unwaveringly loyal prisoners does that without destroying the population progression balance.) They can be disabled in the storyteller settings.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Starting colonists can begin with certain possessions. These can come from backstories, health conditions, and rarely from a pool of items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a toggleable heat overlay that shows the air temperature indoors and outdoors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added &amp;quot;bald&amp;quot; hair style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added an option to randomize the menu background every game launch.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stats for crop growth rate, age, and lifespan.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added prisoner recruitment last resistance reduction info in prisoner tab.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “research bench required” alert.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Drafted colonists can pick up downed people and carry them around.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - base game ===&lt;br /&gt;
==== Performance ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Major startup and load time improvements. Launching RimWorld and loading savegames are both roughly 37% faster. On an example system, this is a startup time improvement from 33 to 21 seconds. Loading a fresh savegame dropped from 7.9 to 4.6 seconds.&lt;br /&gt;
&lt;br /&gt;
==== Pawns ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Colonists can be ordered to re-arm turrets while drafted.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wild people no longer get mood debuffs for sleeping outside or on the ground.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow amputation on body parts with scars and other permanent injuries.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Very hungry pawns now wake up if there is food available and they aren't very tired.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns kicked out of bed (due to healing completing, bedroom becoming a prison, etc.) are moved to the bottom of the bed to prevent them from interfering with other pawns wanting to use the same bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Wardens take downed pawns to bed so they can medically rest for non-urgent reasons (Eg. building immunity to an infection) and urgent reasons (Eg. need tending or have an operation).&lt;br /&gt;
&lt;br /&gt;
==== UI ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Screenshot mode no longer draws inspect pane, gizmos, and paths for selected objects.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjustments to world creation faction config. Instead of +/- buttons, there is a simple list of factions with an &amp;quot;add&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Improved pawn name rendering with &amp;quot;disable tiny fonts&amp;quot; active.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Adjust default medicine settings window. Added a title, increased the size of text and unified the space between elements.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added small circular dots around the radius of a downed projectile interceptor.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Display recipe ingredients/products tooltip when hovering over recipe float menu options.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When multiple identical messages are sent, the original message is highlighted instead of adding a new message.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Letters are bundled together if they can’t all fit on the screen.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carried things can now be added to caravans.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Updated SFX for a number of designators in the architect menu.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Predators limit their hunting range to the same as their scavenging range.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Items deteriorate at 3x the regular rate when in an unroofed area during toxic fallout.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Reduced the rate of toxic buildup from game conditions by 20%.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Hide pawn headgear when in bed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rename the rest need to sleep (this avoids confusion with pawns that are &amp;quot;resting&amp;quot; but not recovering the rest need)&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added stat entries to meals displaying ingredients and dietary type.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Combined hunger rate and food consumption stats.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Prevent trees marked for extraction to be cut for construction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zone description now has information on the average and maximum age and maturity of the plants in the zone, if there are any.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Growing zones and stockpiles now have a description for how many cells are in the zone.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow players to select Things pawns are holding by either slow clicking, using the widget when the carrying pawn is selected, or using the &amp;quot;next thing in cell&amp;quot; button.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Add command to pawns and buildings for selecting their held things.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Locked many dev gizmos behind god mode toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Backstory mod source is shown if it's not from an official expansion.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - When selecting a steam geyser, the geothermal generator build gizmo is shown (if unlocked).&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved ranged weapon, melee weapon, armor, clothing and art stock gen to a tagged based system and adjusted market value selection weight for all items.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Keep selection on things which become despawned in some circumstances.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Selection is preserved as a blueprint becomes a frame and finally a finished building.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments - Ideology ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - “Ideology system inactive” games can set and use all styles of buildings, items and floors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Downed pawns can perform duties in a ritual if their ritual role allows them to be downed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Allow style selection in bill configuration dialog in classic mode.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a gizmo to blueprints in classic ideology mode that allows changing the built style.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ensure ideoligions are recalculated after an archonexus win. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Rituals are called off if the target is reserved by another pawn during the ritual.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added “cannot be assigned” reason to pawn portrait tooltip on the ritual begin window.&lt;br /&gt;
&lt;br /&gt;
=== Dev tools ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a debug option &amp;quot;palette&amp;quot; that allows the user to select a set of debug actions/tools to appear on a resizable and draggable window.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Debug actions use a node tree for navigation.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added pin icons to the debug menu allowing users to pin multiple debug tools to the palette at once.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Implemented dev mode camera controls dialog with saveable presets.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a simple debug tool for framerate/ticks per second performance benchmarking.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added dev add/remove hediff buttons to a pawn’s health card.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added gear-related debug options to gear screen.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Replaced CrownType with headTypeDef&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Carpet defs are generated from blueprints, creating variants for each color.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pawns can now path to a destination if the destination is a Thing that's being held.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Check if food need is null in MeditationUtility.CanMeditate.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Meals with meat shown as &amp;quot;acceptable for everyone&amp;quot;.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will now try to make the largest pile possible when dropping an item instead of adding the dropped item to an arbitrary pile. This was causing a loop for pawns trying to merge two stacks in the same cell if they couldn't fully pick up one of the stacks.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Fluid ideology is loaded as non-fluid. (Only new saved ideoligions are affected) Ideoligions loaded from &amp;quot;Create custom (fluid)&amp;quot; are set to fluid. Ideoligions loaded from &amp;quot;Create custom (fixed)&amp;quot; are set to fixed.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect float menu label for prioritizing surgery when there is medicine available, but none of it matches medicine restriction. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Wild people can steal ingredients while they are being cooked.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Having ideology installed in classic mode causes nudity thoughts to be ignored.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: During ideoligion reform, hairstyle and tattoo changes remain even if reform is canceled.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: You can shoot through some ancient buildings, but can't pass through them.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: &amp;quot;Cannot feed: No food&amp;quot; displayed while pawn has &amp;quot;nothing&amp;quot; food restriction.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Zone area restrictions can cause an endless loop of pawns trying to tend to a pawn outside the allowed area.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Pawns will no longer drop the thing they're carrying when going to pick up another thing as part of a hauling task.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Bestower could suffer from heatstroke with minimal goodwill loss.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Classic ideoligion pawns cannot extract skulls.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Some offenses done to slave upset the slave’s home faction in ways that don’t make sense.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Public execution can be started for any ideoligion from any ideogram and still get a quality bonus.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Nullified thoughts being counted against food optimality.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Incorrect values given when evaluating how much each item is worth when giving as a gift to other factions.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Rebelling slaves could be sold to tribute collectors.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Guilty status for melee and ranged combat cannot be created by drafting a pawn.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Placing 0 work buildings beside/on mechanoids wakes them up. This can be used as an exploit to trigger mechanoids when hostile raiders are nearby.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Jumping resets &amp;quot;Fire at will&amp;quot; toggle.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Doctors sometimes go to bed and attempt to start surgery on themselves. &lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Missing feedback when trying to tame an animal with no acceptable food.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: No feedback when trying to order fire extinguishing from a pawn incapable of firefighting.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: When searching in an information panel, clicking any stat will scroll to the top&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Colonists deconstructing walls even though they are not assigned to construction.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3387 ==&lt;br /&gt;
=== Steam Deck Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Commands now show &amp;quot;button A&amp;quot; glyph instead of &amp;quot;A&amp;quot; label on Steam Deck.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Added &amp;quot;Keyboard mode&amp;quot; option on Steam Deck in case someone connects a keyboard to the SteamDeck.&lt;br /&gt;
&lt;br /&gt;
=== Ideology Improvements ===&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Drum and dance parties can be held in the &amp;quot;Ideology system inactive&amp;quot; mode. Party hard!&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Relics system now works in &amp;quot;Ideology system inactive&amp;quot; mode. You can do the relic chase, quests, build the reliquaries, and so on.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Colonists no longer get upset for delaying a ritual. &lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3326 ==&lt;br /&gt;
A lot of fixes and back end stuff, so hopefully it shouldn't be too bad to implement.....who am I kidding it'll still be here in 3 years [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:00, 7 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== UI Improvements ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Show accept key command hotkey on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Main buttons position change (change height instead of y).&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Show a special window at the top of the screen which shows the typed in text, since SteamDeck keyboard can sometimes block the text field view.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Don't show tooltips when the SteamDeck keyboard is open.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Change quests SteamDeck icon.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Touch screen scrolling improvements on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - It's now possible to scroll through lists by dragging your finger on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Holding a special &amp;quot;middle mouse button&amp;quot; button on SteamDeck, now translates left clicks into right clicks. This makes it possible to give goto orders to drafted pawns by using the touch screen.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Don't pan the camera if the middle mouse button is held and a colonist is selected on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Allow more zoom on SteamDeck for better touch screen support and easier navigation.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Better time controls on SteamDeck, it's now possible to increase/decrease time speed with back buttons.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Accept key on a SteamDeck now activates the first command.&lt;br /&gt;
&lt;br /&gt;
=== Misc Improvements ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Tutorial now mentions the correct button names on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added triggered modal ConceptDefs which explain SteamDeck controls.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added controller configuration button to options on SteamDeck.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added an option to disable tiny fonts in options.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Added &amp;quot;Simulate using Steam Deck&amp;quot; debug setting.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3287 ==&lt;br /&gt;
&lt;br /&gt;
=== New feature ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a new play option that allows playing with Ideology content active, but without the ideoligions system active. This is appropriate for someone on their first game, or who isn't trying to do something specific with ideoligions. Ideology content includes things like: Ancient complex quests, biosculpter technology, Gauranlen trees, ancient debris, etc.&lt;br /&gt;
&lt;br /&gt;
=== UI improvements ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reworked ideoligion setup UI. Classic, custom and load buttons are now selectable elements that take effect when the player hits &amp;quot;next&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - The old &amp;quot;classic&amp;quot; mode is now called &amp;quot;classic-like&amp;quot; and is one of the &amp;quot;mild&amp;quot; presets.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Meme tooltips now list all prevented precepts instead of just saying how many there are.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Ideoligion building missing alerts now specify what building it is a variant of. It also displays where you can find it in the architect menu or which buildings produce it.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A &amp;quot;Show all&amp;quot; checkbox on ideo dialog shows all hidden precepts.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Updated meat eating precept and thought labels and descriptions to better match gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - General ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid CenterDrop raid arrival mode weight at 1000+ points 3.5 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Reduced mechanoid RandomDrop raid arrival mode weight at 1000+ points 1.9 -&amp;gt; 1.3. Mechanoids are now more likely to arrive by walking in to the map edge.&lt;br /&gt;
&lt;br /&gt;
=== Tuning - Ideoligions ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Bigotry precepts don't have associated memes any more, so won't appear unless specifically configured by the player. This reduces annoyances around dealing with bigoted guests and recruits.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove the carnivore precept requirements from the Rancher meme. Reduce Rancher meme's plant work speed factor from 0.9 to 0.70. Reduce Rancher meme's impact from 3 to 2. This reduces annoyances and fiddliness with carnivore food restrictions, and balances the meme more simply, with an upside to animal raising matched by a downside to crop raising.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Remove most meme associations from vegetarian and carnivore precepts. These shouldn't appear unless player specifically configures them. This should reduce annoyances around food requirements of specific guests or recruits.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a debug tool for spawning meals with specific ingredients.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - In classic mode, ensure factions generated after initital world gen use the same classic ideoligion.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Faction ideoligions are not reset on going back from colonist selection screen if the player first chooses classic, then another option.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix exploit: Player is able to claim ruined furniture on non-home maps and draw out an enemy attack on the claimed furniture. Now ruins are only claimable if there is no non-downed hostile pawn on the map.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Non-site psychic emanation and suppression ship parts don't have their gender randomized.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Loading classic mode game gives the player non-classic rituals.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Execution requires altar or ideogram in classic mode.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Research warning doesn't check for minor ideoligions.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Fluid ideoligion with proselytizer gains development points for all conversions, including conversions to other ideoligions.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3200 ==&lt;br /&gt;
=== Combat - Enemies ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a way to make special per-faction raid strategy probabilities.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Adjusted mechanoid raid strategy probabilities so that late game they use breachers about 33% of the time instead of 90% of the time.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Selection weight of the most recent raid faction is reduced by 60% when choosing a faction for the next raid.&lt;br /&gt;
&lt;br /&gt;
=== Food handling ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - We now vary meal textures depending on ingredients.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meals now look differently depending on whether they were made from vegetarian, carnivore, or mixed ingredients. This will help you manage stockpiles of food for pawns with different dietary demands.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal inspect strings now display information regarding their ingredients and who would accept eating them.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - With Ideology active, colonists will not automatically merge meals with different food kinds (i.e. meat only or veg only).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Meal-related thoughts now display which meal caused the thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Don't apply ate meat thought if vegetarian eats human meat, allow strong cannibal precepts with meat eating negative precepts.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Reworked how tree-lovers respond to the destruction of trees to be smoother and more consistent. Tree Density ideo precept now has a mood penalty directly proportional to the number of destroyed trees, with no effect from biome.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter inspect string now says which pawn and cycle will be run while pawn has job to enter in progress. &lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Biosculpter's inspect pane readout now notes if biosculpting cycle is accelerated by precept (i.e. if the pawn is a transhumanist).&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Buildings in non-player non-hostile maps can no longer be claimed while there are members of the owner faction active.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Added a loading tip describing fixed wealth mode.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Caravan fails to leave map if roping pawn removed or mental break while animal still in pen.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Newborn animals from other factions don't leave with faction.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: High life precept description doesn't properly display mood range.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Less-restrictive nudism precepts are inconsistent with allowed gear. &lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Starting packaged survival meals can be made of ingredients not allowed by ingredient filters.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Work speed penalty reasons formatting issues.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Trade price tooltip for selling bonus when player's negotiator has ideo leader role.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: If a hosted guest is imprisoned and enslaved, the gear he is wearing remains locked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Meals with no ingredients cause &amp;quot;ate non-meat&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Pawns grow at incorrect rate and do not reach adulthood at the age specified in relevant race defs. - [[User:Cheldra]] does this affect your work with animal growth? Must be checked before this is removed from to-do list. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 01:15, 2 December 2021 (UTC)&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Darkness pawns have a 'outdoors lit' accuracy debuff when targeting something in a cave.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Bestowing ceremony target is undraftable even after ceremony ended.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Hackables can be instantly hacked.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Raiders attacking non-aggressive roamers.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Vegetarian pawns get mad eating vegetarian-made pemmican.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3159==&lt;br /&gt;
&lt;br /&gt;
=== Caravan improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Caravan pawns gathering items now haul items in their inventory to pack animals. This drastically speeds up caravan formation.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Allow caravan pawns to sleep in bed while packing, less dire hunger threshold before eat, and allow pawn to regain excited travel thought after draft.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change caravan hauling behavior to cancel enroute instead of waiting for arrival if ticks after first item pickup timeout exceeded.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added a positive thought when pawns have been preparing a caravan for a long time, to reduce pawns going insane from caravan prep.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Joy decreases more slowly when a pawn is preparing a caravan.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will now look for food in pack animal inventory if no better food sources available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will grab food from pack animal to feed patients if no other food available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists can grab medicine from pack animals.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Colonists will take drugs (if assigned or need) from pack animal inventory if no other sources are available.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update pen needed alert to take into account hitching post and handling skill for roping removal.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animal pregnancy, gender, and bonded information to archonexus settlement dialog.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Sort items players take to new archonexus settlement more in line with usefulness.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update new archonexus settlement confirm dialog always show and warn if all items or relics not selected.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Tweak count of items players can bring to new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Change archonexus item selection such that weapons and utility belts are unequipped and must be explicitly chosen.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Remove pawn hediffs like hypothermia and malnutrition upon new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reset pawn food and rest levels when starting new archonexus colony.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Add animation after selecting new archonexus settlement to make moment feel more significant.&lt;br /&gt;
&lt;br /&gt;
=== Misc improvements ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ideoligious buildings are no longer expected to be placed in non-home maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Separated &amp;quot;Weapon&amp;quot; stat category into &amp;quot;Weapon (melee)&amp;quot; and &amp;quot;Weapon (ranged)&amp;quot;.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - New colony optimism thought is now given to all colonists after the player settles a tile and he had no home map elsewhere and when player abandons his last home map. This makes relocating much more feasible, especially in emergencies.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduced the amount of ancient junk that spawns on newly-generated maps.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Blind pawns who venerate trees can now sense nearby trees and enjoy their presence even without sight.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Update predators hunting across fences tooltip to match current functionality.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Ensure the trigger conditions for scarification/blinding are clear to the player.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Right clicking on ancient junk with drafted pawn shows option to attack.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Unforbid items in pawn inventory if taken by caravan from temporary map.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Animals with paralytic abasia can be tamed or hunted without penalty after a animal hospitality quest ends. Hospitality joiners and prisoners can now arrived paralyzed as well.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added range values to darkness combat stats.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added charity events for not helping pilgrims.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Added hacking progress stat to hackable things.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Clarify age reversal precept.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Royal ascent shuttle can only take 1000kg of colonists&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: &amp;quot;Melee warmup time&amp;quot; is actually ranged warmup time. Melee weapons use only cooldown.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: PainIsVirtue meme doesn't guarantee the presence of scarification precept.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Fix: Plants previously designated to be grown on buildings aren't cleared when a new plant is selected.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3117 ==&lt;br /&gt;
=== Multi-ideo colony viability ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Rebalanced social ideo thought opinion offsets to make multi-ideo colonies much more viable.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Allow celebrating rituals for an ideo even if there's not enough members to create an obligation.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Members of ideoligions that dislike diversity get a negative thought from participating in rituals from other ideoligions.&lt;br /&gt;
&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize fluid ideos before applying changes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - You can now randomize normal memes during fluid ideo reforming.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Blind pawns' stats are now unaffected by light and darkness.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Adjust the role tooltip area on the pawn's social tab.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Empire will now properly respond to player giving the bestower serious heatstroke or hypothermia or allowing it to happen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Some situational ideo thoughts now apply to quest lodgers. Previously, they were totally disabled.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Mutilation ritual expectation alert now only shows the pawns who actually want to be scarified or blinded.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Increased chance for ancient security crates to spawn in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Removed min points limit on security crate spawning in ancient complexes.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - We now warn player if important plants like anima trees are marked for cutting or in grow zone.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improved UI feedback in trade window when pawn refuses to sell another pawn into slavery due to the ideo.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Having a missing tongue now gives a negative mood thought because it's frustrating when you can't speak because your tongue was cut out.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Improve feedback when we cannot assign a pawn to ritual role by clicking their portrait in the ritual setup dialog.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Change to randomized memes for fluid ideo based on feedback.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cancelling a caravan, then selling those animals, causes them to stay roped to the caravan gathering spot until they sleep.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Gauranlen tree miscalculates dryad count on creating seed pod.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Text of funeral ritual states bonus awards are available after randomizing name.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Totemic sculpture is pixelated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Research command ability icon is pixelated on non-uniform ui scales.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: When caravan entering the map and already roped animals are force roped by another pawn, the first pawn potentially gets stuck waiting indefinitely.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Wild people can be enslaved while arrested.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Started 10 jobs in 10 ticks when slaves try to visit sick pawn. Slaves can no longer visit sick pawns.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Archonexus quest line cannot be continued if map part holder faction defeated.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Mechanoids can spawn in Ancient Ruins when they are disabled in map generation, and behave oddly.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Regression - Colonists no longer automatically take yayo and a few other drugs.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Pawns ignore food restrictions and bring nutrient paste to prisoner&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: You can assign a role changer of non-player ideo on the ritual config screen.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Bestower sometimes arrives malnourished. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Trader caravans have their animals leave the map on arrival when attempting to path through doors.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Cannot plant flowers/bonsai trees in plant pots when there is a floor covering beneath the pot.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: 'No recent raid' thoughts for raiding precepts can occur immediately after reform or archonexus restart.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Beggar quest can grant fail and complete bonus simultaneously if the original timer expires after beggars have been given items&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Skip abilities don't update cover grid.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3101==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - The game now shows the source of each piece of content on its stats card, so you know which expansion/mod something came from. It also shows which expansion/mod each research project came from.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Players can now choose a few items to bring to new archonexus settlement. This is especially helpful for things you really need like luciferium.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add grace period where expectation levels are not increased for pawns with certain ideology roles after starting new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add tongue body part. Tongue is removable via surgery, if you'd prefer someone not speak. The tongue won't be damaged in combat.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add allow slave corpse toggle to various storage areas and buildings so you can separate slave corpses from colonist corpses.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added new ancient junk - additional mech parts for more visual variation, more ancient cars, wheels, etc.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added toggleable texture compression and atlas texture compression in the options menu.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Update royal title room requirement grace period to include the first 10 days after a new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Draw lines when placing blueprints displaying what would affect Gauranlen trees' connection strength. Display the artificial buildings connection strength loss radius when the tree is selected.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now remove ship to stars tile from map after new archonexus settlement, confirm the player is okay with this.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - On ritual config window, draw a highlight over pawns that can be assigned to a role you're currently hovering over.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Extractable trees are no longer auto-minifiable in caravan forming dialog.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now hide quests that are ended by starting a new archonexus settlement&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Re-enabled random social interactions for bestowing ceremony and fixed it breaking down when pawns start social fighting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Starting with an ideoligion that dislikes animal bonding now causes all starting animals to be unbonded.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Tweaked the archonexus &amp;quot;choose items to take to new colony&amp;quot; dialog formatting.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - The mood bonus for relics in the same room as ritual can be now increased by installing up to 3 relics. Adjusted mood impacts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Ideoligion buildings are now only demanded for the player's faction ideoligion and secondary ideoligions that have 3 colonist members or more.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Destroying rocks with weapons now triggers a bad thought for ideoligions where mining is disapproved.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Change ritual quality check graphics to look less like togglable ones for better UI clarity.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Don't show anima linking command on every nature focus capable pawn anymore, to reduce UI spam. You can still start it via float command or from anima tree directly.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad healing pods now heal all negative hediffs including missing body parts. When return to healing pod is toggled on, dryads will return to healing pods if they have any missing parts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - We now avoid using sun blocker as a threat if any colonist or prisoner has an ideo with darkness/tunneler, since it's kind of meaningless to them. &amp;lt;!--This is on the sunblocker page, but it should be mentioned on the ideoligion page somewhere besides the version history - Harakoni ---&amp;gt;&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add note about work to deconstruct to 'work to build' stat description.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust some thought descriptions so that they still make sense for blind people.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Removed culture restrictions when choosing ideoligion&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Changed extract tree hotkey to be the same as uninstalling.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Smoothed out tree cutting anger thought from the tree connection meme by adding more steps in between the stages.&lt;br /&gt;
&lt;br /&gt;
===Tuning===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Reduce intensity of 'ate meat' opinion maluses for vegetarians.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Adjust mood impact of relic-in-ritual-room thought.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Change IsPsychicallySensitive from &amp;gt;= to &amp;gt;.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Turn psychic sensitivity checks into a property. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Reworked chemical satisfaction in CompGiveHediffSeverity to be based on satisfaction per second. &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Add missing gender constants for deity, foeLeader and founder.&lt;br /&gt;
&lt;br /&gt;
===Fixes===&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Doctors tending to patients in bed use the medicine in their inventory even if it is worse than available medicine.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If multiple types of medicine are in a doctor's inventory, they will select the medicine with the lowest medical potency.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Colonists receive the 'colonist lost' thought when a slave is kidnapped.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If a slave rebels while carrying a person, they can kidnap the carried pawn with no feedback to player.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Worshipped terminal quest is failed if you deconstruct the terminal after hacking it.  &lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix regression: Bestower doesn't care about roof collapsing on top of him.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: If bestower enters a social fight the bestowing ceremony does not recover gracefully.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Players can bring more than 1 relic to new archonexus settlement if its an equipped weapon&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Mech breach raids can completely break down sometimes and just stop doing anything.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Players can take items from passing trade ship inventory to next archonexus settlement&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Dryads with replaced parts don't have the &amp;quot;missing&amp;quot; part added back.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Beggars quest sending 'charity fulfilled' history event even when quest failed.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Human pawns in mental states sometimes bring up a disabled float menu option for roping.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Cannibal ideo pawns do not prefer human leather apparel.&lt;br /&gt;
&lt;br /&gt;
==Version/1.3.3087==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Added tree replanting. You can extract a tree and move it around as an item. You can then replant it where you like. It'll die after 7 days if not replanted. Anyone can use this, but it should be especially useful for colonies who believe it's immoral to kill trees since now they can move trees out of the way of building sites.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Added a command for dryads that tells them to return to a healing pod. They will stay inside for three days, and emerge with their wounds healed.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Player can now do drafted tending (with and without medicine) on downed hostile or neutral pawns.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - There is now a warning while setting up a caravan if most of your food does not suit one of your caravaneers diet.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Classic ideo preset can now generate relics.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Quest lodgers and pawns of non-player ideos are no longer upset if their ideo building is not present.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Persona weapons are no longer included in &amp;quot;allow biocoded&amp;quot; thing filters.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Upon new archonexus settlement, player now retains research up to classic start.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We now reset incident grace periods when starting a new archonexus settlement to make for a smoother start.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Colonists now get initial optimism thought after resettling in archonexus quest line&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Ensure clicking on social tab ideoligion opens ideoligion tab to correct ideoligion&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We no longer randomize classic ideo styles. Just use whatever is in the culture.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Dryads now rest near their connected tree, not in beds or sleeping spots.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Clicking on ideoligion certainty in social card now opens ideoligion tab&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Renounce title confirmation dialog explains that the pawn will lose all faction permits and permit points. Mention that psylinks and psycasts will stay with the pawn.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Give starting survival meals some veggie ingredients for non-carnivore colonies instead of having no ingredients at all.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - We now reset prevent various events from happening too early after new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Removed redundant message regarding manhunter chance on tame for insects. Warn player than insects will be hostile during taming attempts.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Add a &amp;quot;drag to reorder&amp;quot; label on colonist creation screen for clarity.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Colorize the Tree Connection ritual icon to match the Gauranlen color.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - PawnRenderer weapon drawing now supports Graphic_Random.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Limit awaking on clamor to ancient complex insects and mechs.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Classic ideo preset can have tattoos for tribal player.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Minified trees left behind on caravans do not count as died.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Caravan auto-supply ignores negative thoughts from food when calculating the score.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Dryads listed on bed assign dialog.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Enabling disabled core mod after enabling a dlc orders the core mod to be loaded before the DLC.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: When enabling mods, they are just added to the list, not taking forceLoadXXX into account&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Stacks of Gauranlen seeds can only designate a single planting cell.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Techprints retained on archonexus resettlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Bloody dominators description typo&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Pruning hours per day readout doesn't take into account nearby player buildings.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Ancient complex insects that heard a clamor are not fully awoken.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Hunters finishing off their prey counts as slaughtering an animal.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: You can bypass ability cooldown by using queue cast after casting it the first time.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Gauranlen spawn cycle not correct after new archonexus settlement&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Item style overrides information is not shown on ideo preset screen.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Animal products are considered when generating ate meat or ate non-meat history events and thoughts.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Players can load a caravan and bring disallowed items to new archonexus settlement.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Relic destroyed notification sent when player starts new archonexus settlement if they can't bring it.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Positive goodwill reward given when labourers miss shuttle&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Mentally broken pawn appears as participant for anima linking ritual.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Tribal members do not become hostile when arrested in terminal hack quest.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Passive cave insects block bestowing ceremony.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Badly formatted relic name in relic hunt quest description.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3080 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Increased plant harvest yield stats' max values. (''Note: that this needs more integration than just a update to the [[Plant Harvest Yield]] page, as it has rammifications to other aspects of the game and wiki inc. guides, strategies, and analyses. - [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]))&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Pawns who prefer indoors do outdoor joy activities&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryads can bond with pawns other than the connected one.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Deserter quest doesn't count as raiding.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Rusted car only appears in north orientation.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Bestowing ceremony lands in shuttle without the bestower exiting, making all the escort pawns just leave the map&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fix: Dryad can spawn over graves.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3076 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Clarified spacedrone self-destruct delay info in quest description.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Archonexus quest now warns players beforehand that research will reset&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tuned down apostate memory thoughts and adjusted labels.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Rebalance tree connector thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: TreeDensityReduced thought stages are incorrectly calculated. - ''Note that this will require checking that the thought information is currently correct on that page'' - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:17, 26 December 2023 (UTC) &lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Fix: Tree connection meme doesn't require Gauranlen connection: Strong.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3074 ==&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allowed saving all ideos and allowed saving ideos in-game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Allow non-ideo members to participate in leader speech.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Beggars can now be given items when they are traveling to their wait destination.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Ideo UI Role apparel requirements float menu now lists the incompatibility reason.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Dryads of not the correct caste will return to the tree first when connection strength drops enough to be unable to support the current number of dryads.&lt;br /&gt;
&lt;br /&gt;
=== Fixes: ===&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Diversity of thought calculates the percentage of pawns with another ideo by dividing against all spawned pawns of the faction including animals, slaves and prisoners.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Lovers/Spouses sharing a bed in barracks get &amp;quot;sleeping alone&amp;quot; thought.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Initial player ideo can be set multiple times on different ideos if the user revisits the configure ideo page before starting a game.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Starting leader speech from a ritual focus bypasses some checks, like being able to speak.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: Bestower pawns can engage in social fighting, breaking the ceremony.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3072 ==&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Having 1 or 2 colonists of a player's original [[ideoligion]] boosts conversion chance for that ideoligion and reduces it for conversions against that ideoligion. This is configurable in difficulty settings. This makes it easier to expand an ideoligion starting from just one person.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Auto-slaughter config allows you to control bonded animal slaughter specifically.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Dryads prioritize rest over drafted follow.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Royal titles wanting personal bedrooms don't like love clusters. Bed room owners are now calculated by love cluster rather than pawn relationship pair.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Fix: Members of a love cluster that have a single bed get &amp;quot;slept alone&amp;quot; thoughts.&lt;br /&gt;
&lt;br /&gt;
== Version/1.3.3067 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Blind people no longet get the darkness mood debuff.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Reduced min colony wealth to 150k for firing archonexus endgame quest.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Make arrested pawn a prisoner as soon as we start carrying them to bed instead of waiting to arrive.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Allow starting the bestowing ceremony via right click.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Pregnant animals are slaughtered after other animals in order from most recent to least recent pregnancy.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Building damage factors are drawn for projectile weapons in their info card.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Mechanoid breach raids spawn with one breacher.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Breach raids never have 'drop-in' arrival mode.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Prisoners now produce a mood malus if they escape.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Adjusted other impassable buildings so they cannot overlap zones.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns can end up with overlapping apparel requirements.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Desired apparel was generated as apparel requirement but not available when manually selecting it &lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Pawns walking over structures causes construction to halt.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fix: Stacking building damage factors don't display if they have the same value.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixes to anima tree linking feedback for spectator role.&lt;br /&gt;
&lt;br /&gt;
== 1.3.3066 ==&lt;br /&gt;
=== Pens and animals ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pen system: Create pens for your farm animals to keep them organized and safe.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pen marker: Build a pen by placing a pen marker in an enclosed room or fenced off area. Once placed, you can assign a certain set of animals to the pen and handlers will bring the correct animals over. Pen markers have an “auto cut” option which will periodically designate inedible plants in the pen to be cut.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Build fences to enclose pens and prevent your animals from escaping. Animals that are assigned to pens cannot pass through fences or barricades.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Handlers will use ropes to lead animals from one location to another, or out of a pen.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Some animals will now roam if they are not contained within a pen.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Animals that are assigned to a pen are non-aggressive to raiders and vice-versa.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - animal filth has been reworked&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added auto slaughter system. The player can select species of animals to keep and the rest will be automatically slaughtered.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added animal sterilization. Colony animals can be sterilized to prevent them from breeding.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Tame animals can now be released to the wild.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added facial hair for pawns. The style of hair is based on the pawn’s background.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added visual wound and prosthetic overlays on pawns.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - When multiple pawns are drafted and selected, the player can space them out by dragging the right mouse button.&lt;br /&gt;
&lt;br /&gt;
=== Goodwill ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - All goodwill changes are now multiplied by 1.25x when moving towards natural goodwill.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Goodwill with factions gradually shifts towards the faction’s natural goodwill.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Goodwill with factions is influenced by recent events. These goodwill factors will decay over time.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Guest status with a faction is reset upon gifting a pawn to that faction.&lt;br /&gt;
&lt;br /&gt;
=== Animals and plants ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Raiders no longer actively attack passive colony animals.&lt;br /&gt;
* Animals tab life stage tooltip now also shows the animal's exact age.&lt;br /&gt;
* Wild plants spawned during gameplay start at 15% growth instead of 5%.&lt;br /&gt;
* Plants newly sown by players start at 0.01% growth.&lt;br /&gt;
* Improved &amp;quot;Non-ideal temperature&amp;quot; plant inspect string and prevented it from saying &amp;quot;Not growing&amp;quot; if it is in fact growing very slowly.&lt;br /&gt;
* Animals are unwilling to eat plants under 10% growth.&lt;br /&gt;
* Herbivores rebalance:&lt;br /&gt;
** Hunger rate reduced by 50%.&lt;br /&gt;
** Adult age is reduced by 33%.&lt;br /&gt;
** Gestation days reduced by 33%. (This does not include unfertilized egg layers.)&lt;br /&gt;
** Reduced toxic fallout buildup by 50%.&lt;br /&gt;
* Animal filth rate is no longer a virtual stat calculated from body size and petness. Animal filth rate is now a stat defined on animals and humanlikes: FilthMultiplier.&lt;br /&gt;
* Increased meat yields by 30%.&lt;br /&gt;
* Damaged corpses give 33% less meat and leather amounts.&lt;br /&gt;
* Animals can be assigned to animal beds. These beds can be designated as medical.&lt;br /&gt;
* Releasing a bonded animal has a negative effect on mood, similar to slaughtering.&lt;br /&gt;
* Added a new category to pawn stats: Animal productivity. This category contains information pertaining to animal goods.&lt;br /&gt;
* Traders that sell animals try to generate with at least one pair of core farming animals.&lt;br /&gt;
&lt;br /&gt;
=== Combat, weapons, gear ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Grenade users are more aware of grenades they’ve thrown and do not run forward into them.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - When a pawn is drafted while eating from inventory they will return the food to their inventory.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns can take medicine into their inventory.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Reduced building killed leavings from 50% to 25%. Reduce deconstruct leavings from 75% to 50%. This doesn't affect various special buildings like mech cluster condition causers.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - &lt;br /&gt;
&lt;br /&gt;
* Drafted pawns can be ordered to repair buildings. This is separate from the &amp;quot;prioritize&amp;quot; order.&lt;br /&gt;
* On the health tab, hovering over a specific hediff (or group of similar hediffs) provides two tooltips. One for the body part and one for the hediff.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Hediff stages can now override hediff labels.&lt;br /&gt;
* Hediff tooltips of grouped hediffs are now separated from each other.&lt;br /&gt;
* Pawn growth is proportional to body resource growth speed. For example, underfed pawns grow more slowly.&lt;br /&gt;
* Rooms are no longer considered barracks if all of the pawns living in the room are in the same “love cluster”, meaning they share a spouse or lover with another pawn in the bedroom.&lt;br /&gt;
* Pawn passion generation now applies a random (gaussian) offset to how many passions are generated. The number of passion types for every pawn is totally randomized, and then these passions are applied to the pawn’s existing highest skills. Older pawns no longer have far more passions than young pawns.&lt;br /&gt;
* Changed the &amp;quot;Want to sleep with x&amp;quot; thought to &amp;quot;Sleeping alone&amp;quot;. Sharing a bed with any lover or spouse will prevent this thought.&lt;br /&gt;
* On a pawn’s gear tab, equipped utility items (shock lance, jump pack, etc.) are listed under “other equipment”.&lt;br /&gt;
* Assigning pawns to beds updates the room role, if possible.&lt;br /&gt;
* Drafted pawns can be ordered to carry another downed pawn. The pawn can be dropped on command.&lt;br /&gt;
* Recruit difficulty and resistance refactor. Removed concept of “resistance chance” for recruitment attempts. Added initial resistance range to pawnKindDef.&lt;br /&gt;
* Pawns with the “Cannibal’ trait no longer dislike killing prisoners or harvesting their organs. They also get a mood buff from wearing human leather apparel, and an opinion boost from other cannibals while wearing human leather apparel.&lt;br /&gt;
* Non-cannibals dislike those that wear human leather apparel.&lt;br /&gt;
* When a colonist with Bloodlust harvests an organ, they receive a “Bloodlust organ harvest +4” mood boost lasting 4 days.&lt;br /&gt;
* Pawns in an aggro mental state no longer just start panic fleeing when their group is dying off in combat.&lt;br /&gt;
* Smoothed out addiction chances based on the pawn’s tolerance.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Optimized caravan automatic food selection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Caravan speed: Caravan speed solely depends on carried mass, ridden animals, and terrain movement difficulty. Pawn speed no longer impacts caravan speed. Some animals (horses, donkeys, dromedaries) can be ridden by caravan members which boosts caravan speed. Downed pawns do not slow caravans down, but you still need at least one non-downed non-slave to operate the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Refactored incident selection. The system first selects whether or not to increase colony population, then finds an incident matching the selection.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Quests on the historical tab now have a tint to indicate if they were completed, expired, or failed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Room fog reveal occurs when a door is approximately 50% open, rather than when a door is approached.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Improved feedback on the work table. The tooltip explains why a pawn is unwilling to do a specific type of work.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added text to describe the resulting links when placing linkable buildings (such as beds, dressers, end-tables).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Buildings that are not standable and do not have a surface type have items and pawns moved off their blueprints before construction.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Build designators no longer default to def-defined default if there is none of that type of resource on the map.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prevented important ingredient dilution when stacking/merging meals. Stacking is prohibited between meals with and without human meat.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Saving is temporarily disabled while selecting a world tile at the beginning of the game.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added debug setting: Never force normal speed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - maintenanceCostFactor has a minimum of 1%.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Balanced distant fight points adjustment and pawn combat points.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments: Royalty ===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - The bestowing ceremony is now a gathering that everyone can attend.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Pawns lent to another faction have their wounds tended more competently.&lt;br /&gt;
&lt;br /&gt;
===Bugfixes===&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Wimpy noble quest sometimes spawns with 2 manhunting animals.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Caravan auto-food selector chooses psychoid leaves as plant matter for animals.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Trade Caravans will approach the colony Anima tree and shrines as a gathering point for trade, rather than the colony itself if they enter the colony map closer to anima tree.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Monument quests aren’t failed after the map is removed.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Calling a shuttle is blocked when an item blocks its interaction spot.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Setting prisoners’ food restriction to &amp;quot;Nothing&amp;quot; will make colonists feed them ambrosia and beer.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Using the “change material” button on weapon info cards does not update stat readout.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: In peaceful mode, refugee quests can have the refugees betray and attack you.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Brawler guards can still arrive with ranged weapons. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Forbidden items loaded onto the shuttle are automatically unforbidden on unload.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Stun psycast does not interrupt minigun salvo.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Requested aid would not join in fights (or it would take a long time for them to join) if there were no awake hostiles when the aid spawned.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Animals that are assigned to follow during field work wait until the end of their current job to do so.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Hospitality refugee quest can fail if the player attempts to arrest a refugee in an aggro mental state.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Trade caravans will approach the colony anima tree and shrines as a gathering point for trade, rather than the colony proper if they enter the colony map closer to an anima tree.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bestowing quest doesn’t give the correct information if the pawn doesn’t have an assigned throne. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Pawn having a mental break on entering a hostile map is drafted.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Pawn having a mental break on caravan is drafted upon entering a map.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Some monument buildings have enclosed floored areas.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Lent pawns tended to horribly by the host faction.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Too much honor for Yeoman ceremony : ceremony failed - impossible to gain the yeoman psylevel.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bestower can social fight and die while waiting for ceremony. Don't make the bestower faction hostile if he was guilty.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Bleed rate total does not accurately represent bleed rates on pawns with health scales other than 1.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Rescue shuttle lands on crashed shuttle and wipes it.&lt;br /&gt;
&lt;br /&gt;
== Update 1.2.2753 ==&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;When forming a caravan, animals now instantly go to the caravan packing spot instead of waiting for a colonist to take them. This speeds up the caravan formation process significantly.&amp;lt;/s&amp;gt; DONE. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 18:54, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - You can now place blueprints separately for different types of buildings in a monument, so you can make them of different materials.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - If you have a menu with a very large number of commands, as in a powerful psycaster, some of them will be displayed smaller.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Use drug commands are now condensed onto a single command if a pawn carries more than one drug type.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow right clicking on the shuttle with multiple pawns selected to load all allowed ones.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - We now automatically add appropriate bedrolls to caravan.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added a warning confirmation for calling for resources that would cause the caravan to be immobile.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Allow quick loading via permit shuttle from non-home maps with no hostiles.&lt;br /&gt;
&lt;br /&gt;
===Adjustments===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Changed psychic droner to start off with medium bad strength as baseline and when spawned on sites its determined by points now, same as the 'raw' gamecondition.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Make pawns count as guilty while in aggro mental state.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Food and medicine renamed to travel supplies&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Apparel with utility now has a score offset to make AI more likely to automatically wear it.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Colonists and pack animals unload inventory automatically once farskipped to a player home map.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Added quest look target when bestowing ceremony cannot be accepted due to threat.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Ensure auto-selected travel supplies doesn't exceed caravan mass capacity.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - &amp;lt;s&amp;gt;Don't autoselect [[beer]], [[ambrosia]], flowers or [[insect jelly]] in the form caravan dialog.&amp;lt;/s&amp;gt; Detail not needed. [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:14, 2 April 2021 (UTC)&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Member stripped goodwill penalty increased from 10 to 40.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Improve meditation and medical rest priorities to allow meditation for pawns with healing injuries if they're on meditation schedule.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Colonist with a sick thought won't meditate at all.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Becoming neutral/allied with imperials after taking the deserter quest then entering their site allows you to take the neuroformers without a fight.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Its possible to arrest non-violent/downed pawns and not have their faction notified of member captured.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Meditation preventing pawn from attending a gathering or giving speech.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Condition causer can be spawned ontop of power conduits (wiping them).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Finding throne room spot for bestowing ceremony does not work if throne is blocked in front and back.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: If the &amp;quot;Insect spawning rate&amp;quot; custom difficulty setting was set to zero, it caused insect/mech hives to spawn every tick once they reached their next spawn time.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestowing ceremony escorte can be used as a fighting force. There will now be negative effects if they are killed.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Bestower goes to wrong room for ceremony (added fallbacks when no spot in thronerome can be found).&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Animals refusing to eat reachable food when restricted to an area.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Can't rescue invisible colonists.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Sick pawns falling out of bed because of trying to do meditation for joy&lt;br /&gt;
&lt;br /&gt;
== Version/1.2.2719 ==&lt;br /&gt;
===New stuff: Base game===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Raid loot generation: Previously raids would just drop whatever rewards were associated with the characters in that raid. Now, each raid generates a single core reward like a stack of drugs, medicine, jade, or plasteel. The reward is chosen semi-randomly according to the raider faction, and placed in the inventory of a few of the raiders. This allows us and users to accurately tune raid rewards, and solves issues where higher difficulties got bigger rewards.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Automatic caravan setup: The caravan setup screen now automatically loads enough food and medicine for the journey. This can be overridden if desired. This interface was also restructured to ask for the route first, and to clean up placement of some UI elements. Overall, caravan forming takes less effort and fewer clicks.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New system for handling time limits on caravan encounter maps. Previously on encounter maps, the player caravan was just automatically reformed after a certain amount of time. Now, the colonists will be detected by enemies after some time. Later, enemy reinforcements will begin arriving to attack. The player can choose when to leave, and this scenario can play out even on maps where other enemies remain (e.g. If player is executing a siege).&lt;br /&gt;
&lt;br /&gt;
=== New stuff: Royalty expansion ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Bandits set up problem causer incident: This is a new way hostiles can threaten you besides raiding you. Now, sometimes they will set up a camp near your colony from which they will harass you using some kind of problem causer device, like a weather controller or smoke spewer. You have to attack the camp and eliminate it.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia disease incident: This random incident makes someone in the colony get paralytic abasia, which paralyzes them for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Blood rot disease incident: This random incident makes someone in the colony get blood rot, which requires regular medical treatment for a while.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Abasia joiner incident: In this random incident, someone joins you, but they have paralytic abasia, so they must recover from that before they can work. It's your choice whether you want to heal them and let them join, or handle them another way.&lt;br /&gt;
&lt;br /&gt;
=== Improvements and adjustments ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Underground resources readout now shows what resource is in each underground cell and how many there are.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Monument placing feedback is improved. When you try to place a monument, now the specific reason it can't be placed is highlighted on the map and noted in a message.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Map generator doesn't generate little inaccessible islands any more (since they break various aspects of gameplay).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - On the research tab, we now draw icons for techprint faction and research bench requirements (the latter as hyperlinks).&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Quest helpers no longer spawn with the greedy trait.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Sort transporter contents list so humans are unloaded first, followed by animals, then by items.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Pawns of the same home faction (i.e. quest lodgers) will no longer arrest each other.&lt;br /&gt;
&lt;br /&gt;
=== Technical ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added temporary factions system. These are used in the refugee quest, but can be used in other places as well.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Haircuts don't display their partly-transparent sections. This mostly made the shaved haircut invisible.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns interrupting their throne meditation for other jobs.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Peace talks can generate for factions with goodwill rewards disabled. &amp;lt;!-- That turning off goodwill rewards outright disables peace talks should be explicitly mentioned in the text --&amp;gt;&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Thoughts about not being master of a bonded animal appear even if pawn is too low-skilled to be master of their bonded animal.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Banishing quest lodgers causes &amp;quot;banished&amp;quot; thoughts.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Manhunter animal [[quest]] and [[event|incedent]] don't cap out at 100 animals.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawn in cryptosleep requires bedroom.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some [[raid]] pawn kind defs allow Brawler trait while having ranged weapons.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: It's possible to use doors as electricity-less coolers.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns meditate in bed without being sick. They should go for a better meditation spot.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Wild men who are incapable of violence can hunt animals for food.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Some enemies spawn with [[smoke launcher]]s who shouldn't.&lt;br /&gt;
&lt;br /&gt;
== Version/1.1.2654 ==&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reworked how destroyed buildings generate slag so small buildings don't generate giant slag blooms; they'll leave steel behind instead.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Implemented toggle for anima trees that toggles whether building ghosts are showing connections to meditation foci or not.&lt;br /&gt;
&lt;br /&gt;
=== Tuning ===&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce the threat points for fights generated off the home map, and increase bandit camp quest rewards.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - &amp;lt;s&amp;gt;Double the rate of nuzzling by animals to buff mood-oriented pets.&amp;lt;/s&amp;gt; Already done. [[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 08:13, 22 September 2021 (UTC)&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Extend the thought for when you buried someone in a sarcophagus.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce monument sizes about 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Toxic fallout: Reduce base chance from 0.14 to 0.12.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduce chance for diseases in caravans by 4x.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Min market value for neuroformer quest rewards reduced from 720 to 600. &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Reduced the selection weight of hostile factions as quest askers to 15%.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Disabled paralysis in hospitality quests.&lt;br /&gt;
&lt;br /&gt;
== 1.1 Update ==&lt;br /&gt;
Here we go again. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 06:24, 17 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* [[Version/1.1.0]] - Added heatstroke alert for colonists and tame animals.&lt;br /&gt;
* [[Version/1.1.0]] - Added fertility overlay, which shows terrain fertility in an easy-to-see way.&lt;br /&gt;
* [[Version/1.1.0]] - Added terrain affordance overlay, which shows where you can build what in an easy-to-see way.&lt;br /&gt;
* [[Version/1.1.0]] - Added an option to choose which kinds of letters pause the game.&lt;br /&gt;
* [[Version/1.1.0]] - Added recipes to burn entire stacks of drugs at once.&lt;br /&gt;
* [[Version/1.1.0]] - Added a letter to the player when a colonist is kidnapped, noting that there will be chances to get them back.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* [[Version/1.1.0]] - Prisoner tab now shows slave price, recruitment chance, potential faction relation gain upon release, and information about the last recruiter and their impacting.&lt;br /&gt;
* [[Version/1.1.0]] - Added ‘pawn lost’ thought that happens when a pawn is kidnapped or abandoned by their caravan.&lt;br /&gt;
* [[Version/1.1.0]] - Added scar pain feedback and reworked how scar pain works. Scars are now assigned an easy-to-understand pain category instead of an obscure number.&lt;br /&gt;
* [[Version/1.1.0]] - Trade interface now shows the next restock time for settlements. &lt;br /&gt;
* [[Version/1.1.0]] - Colonists attending a party gain recreation value.&lt;br /&gt;
* [[Version/1.1.0]] - Player can now inspect the contents of cryptosleep caskets on a new tab.&lt;br /&gt;
* [[Version/1.1.0]] - Changed sites to stop and reset forced exit timer when enemies start a battle (for awakening mechanoids and hidden ambushes).&lt;br /&gt;
* [[Version/1.1.0]] - Rebalanced mechanoid bodypart coverages&lt;br /&gt;
* [[Version/1.1.0]] - Tattered apparel and unhappy nudity alerts now shows how many are affected.&lt;br /&gt;
* [[Version/1.1.0]] - Smelting, burning and destruction review. Can destroy apparels now same as with weapons. Neolithic ranged weapons can now be burnt.&lt;br /&gt;
&lt;br /&gt;
=== Fixes ===&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Explosions from missed projectiles landing in wall cells could hit things on the other side of the wall.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Manhunting animals could attack doors without seeing anyone going through them.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Can’t give a rescued addict their drug without angering their faction.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Prisoner gets mood debuff when colonist euthanized.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Pawns with one-arm and alcohol withdrawal are unable to manipulate anything at all.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Uninstalling a trap does not properly roll the chance to trigger the trap.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Crashed ship parts that land on bridges are instantly destroyed&lt;br /&gt;
* [[Version/1.1.0]] - Fix: If your only colony is on an island, the endgame quest to journey to the ship never occurs.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Insects can be tamed and hunted after their hives are destroyed.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Manhunter pack incident not working on high wealth or difficulty.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Military commissar backstory missing Social bonus.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Allies can sometimes push player pawns out of cover during combat.&lt;br /&gt;
* [[Version/1.1.0]] - Fix: Player can start with pets his pawns can’t keep tame.&lt;br /&gt;
&lt;br /&gt;
== Beta 19/1.0 Update ==&lt;br /&gt;
Like before, a list of changes that need to be added. '''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:36, 28 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New features ===&lt;br /&gt;
* Improved caravaning:&lt;br /&gt;
** Added Caravan tab with caravan loading progress&lt;br /&gt;
** Redesigned &amp;quot;Form caravan&amp;quot; window: stats like carried mass, caravan speed, days worth of food, and visibility are now explained better&lt;br /&gt;
** Added &amp;quot;Remove from caravan&amp;quot; command: remove people or animals from the caravan even if it hasn't left the map yet&lt;br /&gt;
** Added &amp;quot;Load into caravan&amp;quot; right-click option: designate extra items to be picked up by the caravan before leaving&lt;br /&gt;
* New designators: Mass-forbid and unforbid&lt;br /&gt;
* New type of attack: Kick sand/water in eyes&lt;br /&gt;
* Added &amp;quot;Show what will buy&amp;quot; window which shows all items a trader will buy&lt;br /&gt;
* Added toggleable auto-rebuild functionality: automatically place blueprints whenever a building is destroyed&lt;br /&gt;
* Checkboxes are now &amp;quot;paintable&amp;quot;: you can mass-select all checkboxes by clicking and dragging the mouse over them&lt;br /&gt;
* Colonists now opportunistically haul things while working if their current target is roughly in the same direction&lt;br /&gt;
* It's now possible to mass-cancel all designations with a designator's right-click menu&lt;br /&gt;
* It's now possible to forbid/unforbid all items and rearm all traps with a designator's right-click menu&lt;br /&gt;
* You can now drag and reorder colonists in the colonist bar&lt;br /&gt;
* Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.&lt;br /&gt;
&lt;br /&gt;
=== Adjustments ===&lt;br /&gt;
* Doctors can draw medicine from the same stack at the same time&lt;br /&gt;
* Downed colonists in hostile maps are now automatically kidnapped by the enemy (if there are no more healthy colonists nearby)&lt;br /&gt;
* Insects will no longer attack the colony when harmed by raiders&lt;br /&gt;
* Hives will no longer spawn close to enemy bases&lt;br /&gt;
* No more random deaths from meteorites falling on colonists&lt;br /&gt;
* Caravan members now slowly gain social recreation when the caravan is not moving &lt;br /&gt;
* Plant cut/harvest time now depends on the plant's growth&lt;br /&gt;
* Adjusted doctors and patients work priorities a bit so they do urgent work first&lt;br /&gt;
* Most crafting benches are now uninstallable and reinstallable&lt;br /&gt;
* Ores mined by non-colonists (e.g. insects) now spawn forbidden&lt;br /&gt;
* Animals' melee damage now scales with life stage&lt;br /&gt;
* Wearing new apparel now takes time. Colonists now take off the colliding apparel first (which takes time) before wearing the new one&lt;br /&gt;
* Pets and bonded animals no longer disturb sleep&lt;br /&gt;
* When reforming a caravan, we now list colonists' inventory separately so the player can choose what to take and what to leave&lt;br /&gt;
* Enemies no longer use single use rocket launchers during caravan ambushes&lt;br /&gt;
* Various floors now require research. &lt;br /&gt;
* Projectile impacts now wake up nearby people and animals&lt;br /&gt;
* Explosive weapons now explode when set on fire&lt;br /&gt;
* Improved following behavior so animals following their master will now try to stay close to him&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
* Reduced threat points for incidents by about 15%. Also reshaped the threat points curve to be easier in the early game, and tougher in the mid-late game.&lt;br /&gt;
* World quest destinations appear 10% closer to the player bases.&lt;br /&gt;
* Table search radius 25 -&amp;gt; 32&lt;br /&gt;
* The “expectations” thoughts progress more rapidly.&lt;br /&gt;
* Wounds are 50% less likely to become permanent scars.&lt;br /&gt;
* Removed the impact of item hit points on various stats: Apparel armor rating, apparel insulation, shield belt max energy, melee weapon damage, ranged weapon accuracy.&lt;br /&gt;
* Small adjustments to some [[biome]] [[disease]] frequencies and animal densities&lt;br /&gt;
* Allies will come to help more often during fights, and come with enough force to make a difference - but only if they’re actually allied in the new diplomacy system.&lt;br /&gt;
* Increased base infection chances.&lt;br /&gt;
&lt;br /&gt;
==== Plants ====&lt;br /&gt;
* Newly-seeded trees and other such plants are now faster to cut down than mature ones. -----The cut/harvest time lerps from 30% of normal just after sowing, up to 100% when the plant is mature.&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
* Adjusted chances of various animals going manhunter on failed taming attempts and on being harmed.&lt;br /&gt;
* Adjusted many animal market values and movement speeds.&lt;br /&gt;
* Animals leather amount increased 50% across the board&lt;br /&gt;
* Animal train chance reduced 25%.&lt;br /&gt;
* Animal train chance wildness factor range: 0.05~2.00 -&amp;gt; 0.50~1.50.&lt;br /&gt;
&lt;br /&gt;
== Version/0.17.1546 ==&lt;br /&gt;
&lt;br /&gt;
=== Modding ===&lt;br /&gt;
* Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).&lt;br /&gt;
** Information on how to use def modifiers is in this forum thread: [[https://ludeon.com/forums/index.php?topic=32735.0 https://ludeon.com/forums/index.php?topic=32735.0]]&lt;br /&gt;
* Various enums are now defs so modders can add new ones (TrainableIntelligence , DamageArmorCategory, ImpactSoundType, ReservationLayer, BillRepeatMode, PrisonerInteractionMode, FleshType).&lt;br /&gt;
* GUI tables (like most of the main tabs along the bottom of the screen) are now defined by data, making it easier to add, rearrange, sort, and change columns on the UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki maintenance]]&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=170985</id>
		<title>Gauss cannon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauss_cannon&amp;diff=170985"/>
		<updated>2025-10-24T13:46:01Z</updated>

		<summary type="html">&lt;p&gt;Shergoidold: Infobox: fixed in-game description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Gauss cannon&lt;br /&gt;
| image = GaussCannon north.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A massive anti-ship cannon that uses electromagnets to launch large metallic darts at extreme velocities. The cannon is intended to destroy incoming ships or shuttles, so it can't aim at ground targets. Ships using ultratech signal jammers are capable of evading these weapons.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = &lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = &lt;br /&gt;
| placeable = &lt;br /&gt;
| size = 9 x 9&lt;br /&gt;
| sell price factor =&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| facility = &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
'''Gauss cannons''' are big indestructible buildings described as defense structures against flying objects. They have no actual mechanics other than occupying space.&lt;br /&gt;
== Occurence ==&lt;br /&gt;
Gaus cannons only appear at ({{Check Tag|Detail needed}}). They cannot be built by the player.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GaussCannon north.png|North variant&lt;br /&gt;
GaussCannon west.png|West variant&lt;br /&gt;
GaussCannon south.png|South variant&lt;br /&gt;
GaussCannon east.png|East variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version ==&lt;br /&gt;
* [[Odyssey DLC]] releace - Added&lt;/div&gt;</summary>
		<author><name>Shergoidold</name></author>
	</entry>
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