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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sokyran</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Sokyran"/>
	<updated>2026-04-28T16:30:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_bank&amp;diff=175107</id>
		<title>Gene bank</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_bank&amp;diff=175107"/>
		<updated>2026-02-13T00:13:46Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Change &amp;quot;genebank&amp;quot; to &amp;quot;gene bank&amp;quot; for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Gene bank&lt;br /&gt;
| image = Genebank north.png&lt;br /&gt;
| description = This building can store genepacks and make them usable to create new xenogerms, when placed near a gene assembler. Large gene libraries require many gene banks.&amp;lt;br/&amp;gt;When powered, gene banks prevent genepacks from deteriorating and will slowly repair deterioration.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 1&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -40&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| room role = Laboratory&lt;br /&gt;
}}&lt;br /&gt;
The '''gene bank''' is used for storing [[genepack]]s safely, and for providing [[genes]] to the [[Gene assembler]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Gene banks can store [[genepack]]s without them deteriorating, and allow their contained genes to be used by a [[gene assembler]]. Each gene bank can hold up to four genepacks, for a theoretical maximum of 16 genes per bank. Up to 100 gene banks can be connected to a single gene assembler.&lt;br /&gt;
&lt;br /&gt;
Gene banks always require 40 watts of power, regardless of the number of genepacks they contain. As long as a gene bank is powered, any contained genepacks will not deteriorate, but will instead be repaired over time at a rate of 1 HP/day. If the gene bank loses power or is turned off, the contained genepacks will deteriorate normally. An empty gene bank can be safely powered down without ill effect.&lt;br /&gt;
&lt;br /&gt;
Genepacks stored in gene banks can be sold to [[Trade|traders]]. A nearby [[orbital trade beacon]] is required for selling to orbital traders.&lt;br /&gt;
&lt;br /&gt;
Gene banks cannot break down, meaning they will not require any additional components to maintain. They take up just as much space as a [[shelf]], but store two fewer items.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
The contents of a single gene bank can be viewed by selecting it, then opening the &amp;quot;Contents&amp;quot; tab on the inspection pane. In addition to viewing the contained genepacks, the contents pane allows you to control which genepacks are allowed to be stored. By default, the option &amp;quot;Allow all genepacks&amp;quot; is enabled, which means that any loose genepacks will be hauled to it. By disabling this option, genepacks will have to be selected manually by the player before they can be stored.&lt;br /&gt;
&lt;br /&gt;
==== Allowing all genepacks ====&lt;br /&gt;
The default option for gene banks. Any loose genepacks that do not have an assignment will be hauled to the most convenient gene bank that allows all genepacks.&lt;br /&gt;
&lt;br /&gt;
==== Manually assigning genepacks ====&lt;br /&gt;
Genepacks can only be stored in this gene bank if the player has explicitly requested them. Viewing the contents page will show a list all genepacks not currently in a gene bank. These genepacks can be assigned to the gene bank by selecting them from the list, after which a colonist will need to haul the genepack. &lt;br /&gt;
&lt;br /&gt;
Setting this mode will not eject any genepacks currently stored in the gene bank.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gene bank contents allow all.png|&amp;quot;Allow all genepacks&amp;quot; enabled&lt;br /&gt;
Gene bank contents manual load.png|&amp;quot;Allow all genepacks&amp;quot; disabled&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gene banks serve as a bottleneck for your gene-modifying operations, since you cannot store or use genepacks without an appropriate number of gene banks. However, gene banks are also relatively cheap, compared to other mid-game constructions. Once you have established a decent flow of steel and components, either through [[trade]] or by [[deep drill]] extraction, you can easily expand your gene storage as your [[Gene extractor|gene-extraction]] operation goes on.&lt;br /&gt;
&lt;br /&gt;
The main concern with gene banks is the area needed for an extensive gene library. Ensuring all of your genes are accessible by your gene assembler involves building a large room with many rows of gene banks, meaning that a large portion of your compound could be dedicated to equipment with no use outside of gene recombination. Additionally, filling your laboratory with gene banks will leave less room for [[gene processor]]s, resulting in a large variety of usable genes, but not enough maximum complexity to use them.&lt;br /&gt;
&lt;br /&gt;
The space requirements can be mitigated by seeking out genepacks with multiple complimentary genes. For example, the [[elongated fingers]] and [[great crafting]] genes have good synergy, since they both help speed up the crafting process.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Genes in gene bank not being repaired.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=174161</id>
		<title>Breakdown</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=174161"/>
		<updated>2026-01-16T00:34:03Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add the time it takes to repair broken down buildings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|buildings with broken components|psychological breakdowns|Mental break}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]&lt;br /&gt;
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.&lt;br /&gt;
&lt;br /&gt;
A broken-down building will stop working, behaving as though it has been turned off. In addition, [[battery|batteries]] lose any energy they had previously stored.&lt;br /&gt;
&lt;br /&gt;
[[Small thruster]] and [[large thruster]] will break down due to the [[Gravship#Gravship_Landing_Mishaps|Thruster Breakdown]] landing mishap.&lt;br /&gt;
&lt;br /&gt;
=== Repairing ===&lt;br /&gt;
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]&lt;br /&gt;
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. Repairing a building takes {{ticks|1000}}, regardless of a colonist's skills.&lt;br /&gt;
&lt;br /&gt;
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.&lt;br /&gt;
&lt;br /&gt;
Repairing will never require [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
You should always keep some spare [[component]]s in case some important building breaks down. This is overall a fairly rare occurrence, but a [[cooler]] malfunctioning during a [[heat wave]] isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.&lt;br /&gt;
&lt;br /&gt;
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items.&lt;br /&gt;
&lt;br /&gt;
== Affected buildings ==&lt;br /&gt;
{{Recode|reason=Automate}}&lt;br /&gt;
Below is an exhaustive list of all buildings that can break down:&lt;br /&gt;
* [[Generator|Power generators]]:&lt;br /&gt;
** {{Icon Small|Wood-fired generator}} [[Wood-fired generator]]&lt;br /&gt;
** {{Icon Small|Chemfuel powered generator}} [[Chemfuel powered generator]]&lt;br /&gt;
** {{Icon Small|Wind turbine}} [[Wind turbine]]&lt;br /&gt;
** {{Icon Small|Battery}} [[Battery]]&lt;br /&gt;
** {{Icon Small|Solar generator}} [[Solar generator]]&lt;br /&gt;
** {{Icon Small|Geothermal generator}} [[Geothermal generator]]&lt;br /&gt;
** {{Icon Small|Watermill generator}} [[Watermill generator]]&lt;br /&gt;
** {{Icon Small|Bioferrite generator}} [[Bioferrite generator]]{{AnomalyIcon}}&lt;br /&gt;
* [[Temperature]]:&lt;br /&gt;
** {{Icon Small|Heater}} [[Heater]]&lt;br /&gt;
** {{Icon Small|Cooler}} [[Cooler]]&lt;br /&gt;
* [[Production|Workbenches]]:&lt;br /&gt;
** {{Icon Small|Electric tailor bench}} [[Electric tailor bench]]&lt;br /&gt;
** {{Icon Small|Machining table}} [[Machining table]]&lt;br /&gt;
** {{Icon Small|Electric stove}} [[Electric stove]]&lt;br /&gt;
** {{Icon Small|Electric smelter}} [[Electric smelter]]&lt;br /&gt;
** {{Icon Small|Biofuel refinery}} [[Biofuel refinery]]&lt;br /&gt;
** {{Icon Small|Fabrication bench}} [[Fabrication bench]]&lt;br /&gt;
** {{Icon Small|Nutrient paste dispenser}} [[Nutrient paste dispenser]]&lt;br /&gt;
&amp;lt;!-- Not electric smithies --&amp;gt;&lt;br /&gt;
* [[Turret]]s:&lt;br /&gt;
** {{Icon Small|Mini-turret}} [[Mini-turret]]&lt;br /&gt;
** {{Icon Small|Autocannon}} [[Autocannon]]&lt;br /&gt;
** {{Icon Small|Uranium slug turret}} [[Uranium slug turret]]&lt;br /&gt;
** {{Icon Small|Foam turret}} [[Foam turret]]&lt;br /&gt;
** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]]&lt;br /&gt;
** {{Icon Small|Turret_pack}} [[Turret_pack|Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}}&lt;br /&gt;
* [[Structure]]:&lt;br /&gt;
** {{Icon Small|Autodoor}} [[Autodoor]]&lt;br /&gt;
** {{Icon Small|Security door}} [[Security door]]{{AnomalyIcon}}&lt;br /&gt;
* Special:&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Infinite chemreactor}} [[Infinite chemreactor]]&lt;br /&gt;
* [[Miscellaneous]]:&lt;br /&gt;
** {{Icon Small|Orbital trade beacon}} [[Orbital trade beacon]]&lt;br /&gt;
** {{Icon Small|Comms console}} [[Comms console]]&lt;br /&gt;
** {{Icon Small|Ground-penetrating scanner}} [[Ground-penetrating scanner]]&lt;br /&gt;
** {{Icon Small|Long-range mineral scanner}} [[Long-range mineral scanner]]&lt;br /&gt;
** {{Icon Small|Ship landing beacon}} [[Ship landing beacon]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Anomaly]]{{AnomalyIcon}}&lt;br /&gt;
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]]&lt;br /&gt;
** {{Icon Small|Proximity detector}} [[Proximity detector]]&lt;br /&gt;
** {{Icon Small|Electroharvester}} [[Electroharvester]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]&lt;br /&gt;
** {{Icon Small|Serum lab}} [[Serum lab]]&lt;br /&gt;
** {{Icon Small|Bioferrite harvester}} [[Bioferrite harvester]]&lt;br /&gt;
* [[Odyssey]]{{OdysseyIcon}}&lt;br /&gt;
** {{Icon Small|Orbital scanner}} [[Orbital scanner]]&lt;br /&gt;
** {{Icon Small|Vac barrier}} [[Vac barrier]]&lt;br /&gt;
** {{Icon Small|Pilot console}} [[Pilot console]]&lt;br /&gt;
** {{Icon Small|Small thruster}} [[Small thruster]]&lt;br /&gt;
** {{Icon Small|Large thruster}} [[Large thruster]]&lt;br /&gt;
** {{Icon Small|Oxygen pump}} [[Oxygen pump]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=174160</id>
		<title>Breakdown</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Breakdown&amp;diff=174160"/>
		<updated>2026-01-16T00:31:32Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include missing breakdownable Odyssey buildings, mention thruster breakdown landing mishap.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|buildings with broken components|psychological breakdowns|Mental break}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Broken down icon.png|thumb|right|The icon used to show buildings in need of repair.]]&lt;br /&gt;
A '''breakdown''' occurs when the mechanical or electrical [[component]]s of certain power-consuming appliances stop functioning. Breakdowns occur on a predefined list of buildings, with an {{MTB}} of {{Ticks/gametime|13680000}}. Only buildings that are currently functioning can break down, while buildings that are flicked off or have insufficient power are safe.&lt;br /&gt;
&lt;br /&gt;
A broken-down building will stop working, behaving as though it has been turned off. In addition, [[battery|batteries]] lose any energy they had previously stored.&lt;br /&gt;
&lt;br /&gt;
[[Small thruster]] and [[large thruster]] will break down due to the [[Gravship#Gravship_Landing_Mishaps|Thruster Breakdown]] landing mishap.&lt;br /&gt;
&lt;br /&gt;
=== Repairing ===&lt;br /&gt;
[[File:Colonist replacing broken components.png|thumb|right|A  colonist replacing the broken components in a cooler.]]&lt;br /&gt;
When a building breaks down, a colonist with the [[Construction]] work type must replace the broken component with a new one, which is consumed in the process. The speed of the repair job is affected by [[Construction Speed]].{{Check Tag|base time|What is the base time to repair}}&lt;br /&gt;
&lt;br /&gt;
A successful repair depends on the colonist's [[Repair Success Chance]]. Assuming average health, a colonist will achieve a 100% repair success rate at skill level 8 or higher. If the colonist fails to complete the repairs, either due to incompetence or injury, then the building will remain broken and the component will still be consumed.&lt;br /&gt;
&lt;br /&gt;
Repairing will never require [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
You should always keep some spare [[component]]s in case some important building breaks down. This is overall a fairly rare occurrence, but a [[cooler]] malfunctioning during a [[heat wave]] isn't a great time. If you are running out of components but don't need the building, then it might be best to not repair it.&lt;br /&gt;
&lt;br /&gt;
In the event of multiple breakdowns, first you should repair any [[power]] generators, then any essential [[temperature]] buildings, then [[batteries]] and other items.&lt;br /&gt;
&lt;br /&gt;
== Affected buildings ==&lt;br /&gt;
{{Recode|reason=Automate}}&lt;br /&gt;
Below is an exhaustive list of all buildings that can break down:&lt;br /&gt;
* [[Generator|Power generators]]:&lt;br /&gt;
** {{Icon Small|Wood-fired generator}} [[Wood-fired generator]]&lt;br /&gt;
** {{Icon Small|Chemfuel powered generator}} [[Chemfuel powered generator]]&lt;br /&gt;
** {{Icon Small|Wind turbine}} [[Wind turbine]]&lt;br /&gt;
** {{Icon Small|Battery}} [[Battery]]&lt;br /&gt;
** {{Icon Small|Solar generator}} [[Solar generator]]&lt;br /&gt;
** {{Icon Small|Geothermal generator}} [[Geothermal generator]]&lt;br /&gt;
** {{Icon Small|Watermill generator}} [[Watermill generator]]&lt;br /&gt;
** {{Icon Small|Bioferrite generator}} [[Bioferrite generator]]{{AnomalyIcon}}&lt;br /&gt;
* [[Temperature]]:&lt;br /&gt;
** {{Icon Small|Heater}} [[Heater]]&lt;br /&gt;
** {{Icon Small|Cooler}} [[Cooler]]&lt;br /&gt;
* [[Production|Workbenches]]:&lt;br /&gt;
** {{Icon Small|Electric tailor bench}} [[Electric tailor bench]]&lt;br /&gt;
** {{Icon Small|Machining table}} [[Machining table]]&lt;br /&gt;
** {{Icon Small|Electric stove}} [[Electric stove]]&lt;br /&gt;
** {{Icon Small|Electric smelter}} [[Electric smelter]]&lt;br /&gt;
** {{Icon Small|Biofuel refinery}} [[Biofuel refinery]]&lt;br /&gt;
** {{Icon Small|Fabrication bench}} [[Fabrication bench]]&lt;br /&gt;
** {{Icon Small|Nutrient paste dispenser}} [[Nutrient paste dispenser]]&lt;br /&gt;
&amp;lt;!-- Not electric smithies --&amp;gt;&lt;br /&gt;
* [[Turret]]s:&lt;br /&gt;
** {{Icon Small|Mini-turret}} [[Mini-turret]]&lt;br /&gt;
** {{Icon Small|Autocannon}} [[Autocannon]]&lt;br /&gt;
** {{Icon Small|Uranium slug turret}} [[Uranium slug turret]]&lt;br /&gt;
** {{Icon Small|Foam turret}} [[Foam turret]]&lt;br /&gt;
** {{Icon Small|Rocketswarm launcher}} [[Rocketswarm launcher]]&lt;br /&gt;
** {{Icon Small|Turret_pack}} [[Turret_pack|Tactical turret]]{{Check Tag|Verify|The ThingDef includes CompProperties_Breakdownable. Pending test to see if they can actually break down.}}{{AnomalyIcon}}&lt;br /&gt;
* [[Structure]]:&lt;br /&gt;
** {{Icon Small|Autodoor}} [[Autodoor]]&lt;br /&gt;
** {{Icon Small|Security door}} [[Security door]]{{AnomalyIcon}}&lt;br /&gt;
* Special:&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Infinite chemreactor}} [[Infinite chemreactor]]&lt;br /&gt;
* [[Miscellaneous]]:&lt;br /&gt;
** {{Icon Small|Orbital trade beacon}} [[Orbital trade beacon]]&lt;br /&gt;
** {{Icon Small|Comms console}} [[Comms console]]&lt;br /&gt;
** {{Icon Small|Ground-penetrating scanner}} [[Ground-penetrating scanner]]&lt;br /&gt;
** {{Icon Small|Long-range mineral scanner}} [[Long-range mineral scanner]]&lt;br /&gt;
** {{Icon Small|Ship landing beacon}} [[Ship landing beacon]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Anomaly]]{{AnomalyIcon}}&lt;br /&gt;
** {{Icon Small|Electric inhibitor}} [[Electric inhibitor]]&lt;br /&gt;
** {{Icon Small|Proximity detector}} [[Proximity detector]]&lt;br /&gt;
** {{Icon Small|Electroharvester}} [[Electroharvester]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]&lt;br /&gt;
** {{Icon Small|Serum lab}} [[Serum lab]]&lt;br /&gt;
** {{Icon Small|Bioferrite harvester}} [[Bioferrite harvester]]&lt;br /&gt;
* [[Odyssey]]{{OdysseyIcon}}&lt;br /&gt;
** {{Icon Small|Orbital scanner}} [[Orbital scanner]]&lt;br /&gt;
** {{Icon Small|Vac barrier}} [[Vac barrier]]&lt;br /&gt;
** {{Icon Small|Pilot console}} [[Pilot console]]&lt;br /&gt;
** {{Icon Small|Small thruster}} [[Small thruster]]&lt;br /&gt;
** {{Icon Small|Large thruster}} [[Large thruster]]&lt;br /&gt;
** {{Icon Small|Oxygen pump}} [[Oxygen pump]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=174047</id>
		<title>Nerve spiker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=174047"/>
		<updated>2026-01-12T17:23:01Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include info on stun duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Nerve spiker &lt;br /&gt;
| image = Nerve spiker.png  &lt;br /&gt;
| description = A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Nerve&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| accuracyTouch = 70&lt;br /&gt;
| accuracyShort = 78&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 35&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 87&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 2 = Bioferrite shaper&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 1.3&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NerveSpiker&lt;br /&gt;
| tradeTags = HoraxWeapon&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| thingCategories = WeaponsRanged&lt;br /&gt;
}}&lt;br /&gt;
'''Nerve spikers''' are [[ranged weapon]]s added by the [[Anomaly DLC]] that deal low {{DPS}} but stun organic targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=|reason=Details- how long is stun  does it provides every time, define living target eyc}}&lt;br /&gt;
The nerve spiker is a crossbow like weapon that stuns living targets on hit.&lt;br /&gt;
&lt;br /&gt;
The stun time is between {{ticks|45}} and {{ticks|270}} seconds, dependent on the body size and quality of the weapon. After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{ticks|240}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation.&lt;br /&gt;
&lt;br /&gt;
Stun duration based on body size:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Body size | yAxisFormat = f | yAxisMin = 0 | yAxisTitle = Stun duration (in seconds) | type = line | x = 0.01, 1, 2, 4 | y1 = 3, 2, 2, 1 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality&lt;br /&gt;
! Stun duration&lt;br /&gt;
|-&lt;br /&gt;
| Awful&lt;br /&gt;
| 75%&lt;br /&gt;
|-&lt;br /&gt;
| Poor&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Normal&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Excellent&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork&lt;br /&gt;
| 125%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Potential for melee blocking, maximum Stun uptime % etc, pairing with aiming time and cooldown factors can you stunlock?}}&lt;br /&gt;
The nerve spiker has a low rate of fire and performs poorly at all ranges. Up to short range, it performs similarly to a [[short bow]], and while it performs better at range including having a longer over all range, this only makes it slightly better than than the worst ranged weapons in the game. The stun does not help much.&lt;br /&gt;
&amp;lt;!--This makes it good especially in close combat fights and for hunting. It can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Electric smelter|Smelting]] nerve spikers yields {{Icon Small|bioferrite}} 10 [[bioferrite]] each. This makes cultist raids a decent source of the material.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Can now be crafted at a crafting spot.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=173545</id>
		<title>Spike trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=173545"/>
		<updated>2025-12-29T17:11:48Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Spike trap doesn't prioritetize head/torse since beta 0.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Spike trap&lt;br /&gt;
| image = Trap spike armed.png&lt;br /&gt;
| imagesize = 128px&lt;br /&gt;
| description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 40&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -18&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| thingCategories = BuildingsSecurity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
}}&lt;br /&gt;
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of [[trap]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Trap Note}}&lt;br /&gt;
&lt;br /&gt;
Once a spike trap is triggered, it is destroyed. The &amp;quot;auto rearm&amp;quot; option, enabled by default, produces a blueprint to replace the trap.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.&lt;br /&gt;
* Trap Melee Damage is 100 for spike traps&lt;br /&gt;
* Material Sharp Damage Multiplier is a material dependent factor.&lt;br /&gt;
* rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.&lt;br /&gt;
&lt;br /&gt;
The armor penetration of the attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| AP = Damage Per Attack * 0.015&lt;br /&gt;
|}&lt;br /&gt;
* AP is the armor penetration of each attack.&lt;br /&gt;
&lt;br /&gt;
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}&lt;br /&gt;
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal [[raid]], short of [[tough]] or [[nimble]] pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of [[thrumbo]]s and heavy [[mechanoid]]s. But as raids get bigger, it starts to get impractical to replace the traps.&lt;br /&gt;
&lt;br /&gt;
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.&lt;br /&gt;
&lt;br /&gt;
===Offensive use===&lt;br /&gt;
Spike traps can be used in field fortification after triggering the enemy assault. A human can easily carry 10 traps in caravan mode, which means they alone can fight off a 16-person siege.&lt;br /&gt;
[[File:SpikeTrap Field Fortification.png|center|thumb|Spike traps used in field fortifications, with fences to funnel enemies. Half-built walls are ready to block enemy shooters while waiting for others to fall into traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid [[raider]] in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy [[Mental inspiration]].&lt;br /&gt;
&lt;br /&gt;
While metal traps are expensive in terms of resources, they can kill most humanoids and don't take as much time to make. For Odyssey DLC games, steel ore is usually abundantly available, making it the better material over wood and stone. &lt;br /&gt;
&lt;br /&gt;
[[File:Trap_choke_14.jpg|400px|center|thumb|Example of a trap tunnel. Raiders will fall into the traps. Colonists can open [[door]]s, and prefer to be slowed by the [[fence]]s rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.]]&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Deadfall trap''' to '''Spike trap'''. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and no longer prioritizes the head and torso but now require rebuilding each time, rather than being re-armed at no material cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Image gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Spike trap accidental step.jpg|Trap accidentally triggered.&lt;br /&gt;
Thrumbos running into spike traps.png|[[Thrumbo]]s running willy-nilly into a trap-maze.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|security}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=173472</id>
		<title>Damage Types</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_Types&amp;diff=173472"/>
		<updated>2025-12-27T14:14:07Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add EMP rounds to the EMP stun duration table, mention EMP cannon being a source of EMP damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Stub|reason=Need breakdown of remaining damage types}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Main|Damage Types}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Damage is split into many different types, with different descriptors and [[death]] messages for injuries, different interactions with different targets and armor types, and different default stats. Not to be confused with [[Health Difficulties|health difficulties]].&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Category !! Armor Category !! Overkill Percent To Destroy Part&amp;lt;ref&amp;gt;See [[Damage_Types#Overkill prevention|Overkill prevention]]&amp;lt;/ref&amp;gt; !! [[Death]] Message&amp;lt;ref&amp;gt;{0} represents a pawn's name.&amp;lt;/ref&amp;gt; !! Hediffs (General / Skin / Solid / Additional) !! Harms Outer Layers&amp;lt;ref&amp;gt;Surgery doesn't hurt your outside bits, but getting shot and stuff will.&amp;lt;/ref&amp;gt; !! Affects [[shield belt|shields]] !! Stun duration !! Source&lt;br /&gt;
|- id=&amp;quot;Cut&amp;quot;&lt;br /&gt;
! Cut&lt;br /&gt;
| cut || Melee Weapon || Sharp || 0% - 10% || {0} has been cut to death. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Crush&amp;quot;&lt;br /&gt;
! Crush&lt;br /&gt;
| crush || Melee Weapon || Blunt || 40% - 100% || {0} has been crushed to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Cut|Cut]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Blunt&amp;quot;&lt;br /&gt;
! Blunt&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Poke&amp;quot;&lt;br /&gt;
! Poke&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Demolish&amp;quot;&lt;br /&gt;
! Demolish&lt;br /&gt;
| blunt || Melee Weapon || Blunt || 40% - 100% || {0} has been beaten to death. || [[Hediffs#Crush|Crush]] / [[Hediffs#Bruise|Bruise]] / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stab&amp;quot;&lt;br /&gt;
! Stab&lt;br /&gt;
| stab || Melee Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table RangedStab&amp;quot;&lt;br /&gt;
! RangedStab&lt;br /&gt;
| stab || Ranged Weapon || Sharp || 40% - 100% || {0} has been stabbed to death. || [[Hediffs#Stab|Stab]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bullet&amp;quot;&lt;br /&gt;
! Bullet&lt;br /&gt;
| bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Arrow&amp;quot;&lt;br /&gt;
! Arrow&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;ArrowHighVelocity&amp;quot;&lt;br /&gt;
! ArrowHighVelocity&lt;br /&gt;
| arrow || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death by an arrow. || [[Hediffs#Stab|Stab]] / - / - / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Scratch&amp;quot;&lt;br /&gt;
! Scratch&lt;br /&gt;
| scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic scratch&amp;quot;&lt;br /&gt;
! ScratchToxic&lt;br /&gt;
| toxic scratch || Melee Weapon || Sharp || 0% - 70% || {0} has been torn to death. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Bite&amp;quot;&lt;br /&gt;
! Bite&lt;br /&gt;
| bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Toxic bite&amp;quot;&lt;br /&gt;
! BiteToxic&lt;br /&gt;
| toxic bite || Melee Weapon || Sharp || 0% - 10% || {0} has been bitten to death. || [[Hediffs#Bite|Bite]] / - / [[Hediffs#Crack|Crack]] / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Bomb&amp;quot;&lt;br /&gt;
! Bomb &lt;br /&gt;
| bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table BombSuper&amp;quot;&lt;br /&gt;
! BombSuper &lt;br /&gt;
| bomb || Misc || Sharp || ? || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Flame&amp;quot;&lt;br /&gt;
! Flame&lt;br /&gt;
| flame || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn&amp;gt;Fire currently doesn't burn your organs out or anything - ironically good for preserving them.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Burn&amp;quot;&lt;br /&gt;
! Burn&lt;br /&gt;
| burn || Environmental || Heat || ? || {0} has burned to death. || [[Hediffs#Burn|Burn]] / - / - / - || {{Bad|false}}&amp;lt;ref name = burn /&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Thump&amp;quot;&lt;br /&gt;
! Thump&lt;br /&gt;
| thump || Misc || Sharp || ? || {0} has been shot to death. || [[Hediffs#Crush|Crush]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table Tornado&amp;quot;&lt;br /&gt;
! TornadoScratch&lt;br /&gt;
| scratch || Environmental || Sharp || 0% - 70% || {0} has been killed by a tornado. || [[Hediffs#Scratch|Scratch]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Frostbite&amp;quot;&lt;br /&gt;
! Frostbite&lt;br /&gt;
| frostbite || Environmental || - || ? || {0} has succumbed to frostbite. || [[Hediffs#Frostbite|Frostbite]] / - / - / - || {{Good|true}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Surgical cut&amp;quot;&lt;br /&gt;
! Surgical cut&lt;br /&gt;
| surgical cut || Medical || - || ? || {0} has died during surgery. || - / - / - / - || {{Bad|false}}&amp;lt;ref&amp;gt;Able to remove organs without harming outer body parts.&amp;lt;/ref&amp;gt; || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Execution cut&amp;quot;&lt;br /&gt;
! Execution cut&lt;br /&gt;
| execution cut || Medical || - || - || {0} has been executed by cutting. || [[Hediffs#Cut|Cut]] / - / - / - || {{Bad|false}} || {{Bad|false}} || - || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Table EMP&amp;quot;&lt;br /&gt;
! EMP &amp;lt;ref name=&amp;quot;stun&amp;quot;&amp;gt;Does not deal physical damage so does not show up on body parts. &amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been EMPed to death. || - / - / - / - || {{Good|true}} || {{Good|true}} || 0.25 s &amp;lt;ref name = duration&amp;gt;Per point of damage.&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Only applies to mechanoids or turrets. &amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|- id=&amp;quot;Stun&amp;quot;&lt;br /&gt;
! Stun &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Stun || - || - || {0} has been stunned to death. || - / - / - / - || {{Bad|false}} || {{Good|true}} || 0.33 s &amp;lt;ref name = duration&amp;gt;&amp;lt;/ref&amp;gt; || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Smoke&amp;quot;&lt;br /&gt;
! Smoke &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| smoke || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Deterioration&amp;quot;&lt;br /&gt;
! [[Deterioration]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Rotting&amp;quot;&lt;br /&gt;
! Rotting&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! [[Mining]]&lt;br /&gt;
| - || Misc || - || - || - || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Extinguish&amp;quot;&lt;br /&gt;
! Extinguish &amp;lt;ref name=&amp;quot;stun&amp;quot;/&amp;gt;&lt;br /&gt;
| - || Misc || - || - || - || [[Hediffs#Covered in firefoam|Covered in firefoam]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;AcidBurn&amp;quot;&lt;br /&gt;
! AcidBurn&lt;br /&gt;
| acid burn || Misc || Sharp || - || {0} has burned to death. || [[Hediffs#Acid burn|Acid burn]] / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DecayedOrgan&amp;quot;&lt;br /&gt;
! Decayed&lt;br /&gt;
| decayed organ || Misc || - || - || {0} died from metabolic disruptions caused by organ decay. || - / - / - / - || - || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Vaporize&amp;quot;&lt;br /&gt;
! Vaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{RimworldIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;MechBandShockwave&amp;quot;&lt;br /&gt;
! MechBandShockwave&lt;br /&gt;
| mech-band shockwave || Stun || - || - || {0} has been shocked to death. || - / - / - / - || - || ? || {{Ticks|1200}} || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ToxGas&amp;quot;&lt;br /&gt;
! ToxGas&lt;br /&gt;
| tox gas || Misc || - || - || - || - / - / - / - || - || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Beam&amp;quot;&lt;br /&gt;
! Beam&lt;br /&gt;
| beam || Misc || Heat || 0% - 70% || {0} has been beamed to death. || - / - / - / - || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;BulletToxic&amp;quot;&lt;br /&gt;
! BulletToxic&lt;br /&gt;
| toxic bullet || Ranged Weapon || Sharp || 0% - 70% || {0} has been shot to death. || [[Hediffs#Gunshot|Gunshot]] / - / - / [[Hediffs#Toxic buildup|Toxic buildup]] || {{Good|true}} || ? || - || {{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;ElectricalBurn&amp;quot;&lt;br /&gt;
! ElectricalBurn&lt;br /&gt;
| electrical burn || Environmental || Heat || - || {0} has died from electrical burns. || [[Hediffs#Electrical burn|Electrical burn]] / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Digested&amp;quot;&lt;br /&gt;
! Digested&lt;br /&gt;
| digestion || Misc || - || - || {0} died from being digested. || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;EnergyBolt&amp;quot;&lt;br /&gt;
! EnergyBolt&lt;br /&gt;
| energy bolt || Misc || Sharp || 0% - 70% || {0} has been killed by an energy bolt. || [[Hediffs#Energy bolt|Energy bolt]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table Nerve&amp;quot;&lt;br /&gt;
! Nerve&lt;br /&gt;
| nerve || Misc || Sharp || 0% - 70% || {0} has been killed by nerve shock. || [[Hediffs#Cut|Cut]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NerveStun&amp;quot;&lt;br /&gt;
! NerveStun&lt;br /&gt;
| nerve stun || Misc || - || - || - || - / - / - / - || - || ? || {{Ticks|240}} || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Psychic&amp;quot;&lt;br /&gt;
! Psychic&lt;br /&gt;
| psychic || Misc || - || - || {0} has been killed by a psychic attack. || [[Hediffs#Psychic burn|Psychic burn]] / [[Hediffs#Psychic skin burn|Psychic burn (skin)]] / [[Hediffs#Psychic solid burn|Psychic burn (solid)]] / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;DeadlifeDust&amp;quot;&lt;br /&gt;
! DeadlifeDust&lt;br /&gt;
| deadlife dust || Misc || - || - || - || - / - / - / - || - || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;NociosphereVaporize&amp;quot;&lt;br /&gt;
! NociosphereVaporize&lt;br /&gt;
| vaporize || Misc || Heat || - || {0} has been vaporized by extreme heat. || [[Hediffs#Burn|Burn]] / - / - / - || {{Good|true}} || ? || - || {{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;VacuumBurn&amp;quot;&lt;br /&gt;
! VacuumBurn&lt;br /&gt;
| vacuum burn || Misc || - || - || {0} has died of vacuum burns. || [[Hediffs#VacuumBurn|VacuumBurn]] / - / - / - || - || - || - || {{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Table MiningBomb&amp;quot;&lt;br /&gt;
! MiningBomb&lt;br /&gt;
| mining bomb || Misc || Sharp || 0% - 70% || {0} has died in an explosion. || [[Hediffs#Shredded|Shredded]] / - / [[Hediffs#Crack|Crack]] / - || {{Good|true}} || {{Good|true}} || - || {{OdysseyIcon}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
| - || - || - || - || - || - / - / - / - || - || - || - || -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
=== References ===&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
== General mechanics == &lt;br /&gt;
Each damage type applies its damage in its own way - in the armor type it opposes, in the body parts it can target, in how damage is split between body parts, the multipliers it gets against certain target types, and a multitude of other effects. Most melee damage types have their hit damage multiplied by a random factor of .8-1.15 before application.&lt;br /&gt;
&lt;br /&gt;
This often makes comparisons of pure damage and {{DPS}} poor determining factors when comparing weapons of different damage types, even after accounting for the different armor types the attack opposes. &lt;br /&gt;
&lt;br /&gt;
=== Overkill prevention ===&lt;br /&gt;
Overkill prevention is mechanic by which the destruction of body parts that would reduced to 0 {{HP}} or below, is occasionally prevented.&lt;br /&gt;
&lt;br /&gt;
Overkill prevention works as follows: If the damage would be insufficient to reduce the HP of the body part in question to 0 or below, full damage is dealt. If the damage would be sufficient, two outcomes are possible - either the part is destroyed or the part is reduced to 1 HP and any remaining damage is lost. First, the amount of damage over the current HP of the part is determined. This is then divided by the maximum health of the body part when completely healthy. This is the &amp;quot;Overkill Percentage&amp;quot;. For example, a body part is totally health and has a maximum {{HP}} of 10. It is dealt 15 damage by a single attack, which would reduce it to -5. That results in an Overkill Percentage of 50%. &lt;br /&gt;
&lt;br /&gt;
This overkill percentage is then compared to the &amp;quot;overkillPctToDestroyPart&amp;quot; range unique to the damage type. For example, Scratch has a range of 0~0.7, or 0 to 70%. An inverse lerp is then performed using the Overkill Percentage and this range. This then provides the final chance for this attack to destroy the body part.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Chance to Destroy = (OVERKILL PERCENTAGE - LOWER)/(UPPER - LOWER) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result is the chance that the body part is destroyed by the attack. For example, if the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage, then there is a 100% chance the body part would be destroyed. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
The end result is that weapons that deal high single attack damage are more likely to result in body part destruction than lower damage attacks of their damage type, and that the chance of a body part getting destroyed by a single attack goes up as its HP goes down. It also makes the overkillPctToDestroyPart of each damage type an important factor in the combat performance of weapons that use it. &lt;br /&gt;
&lt;br /&gt;
== Damage types ==&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
If a strike from an attack dealing blunt damage is sufficient to destroy the struck [[body parts|body part]], damage can propagate to the parent part of the destroyed part, if and only if that parent part is considered an outside part. How the damage is divided between the two attacks is currently unclear. This allows blunt damage to deal significant damage to important body parts even if they were not the part directly targeted.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a blunt attack hits the parentless body part of a target, e.g. the torso on [[human]]s and most other pawns, there is a small chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 90% of the maximum, not remaining, HP of the torso to the torso of a pawn, it has a 15% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a blunt attack hits a body part of a target that a is source of consciousness, e.g. the brain on [[human]]s and most other pawns, there is a larger chance to [[#Stun|Stun]] the target. This chance depends on the percentage of the body part's maximum HP that the attack inflicted as damage. It is determined by the following curve. I.e. if a single strike does 50% of the maximum, not remaining, HP of the brain to the brain of a pawn, it has a 100% chance to be stunned.&lt;br /&gt;
&lt;br /&gt;
In both cases the stun duration appears to be 0.66s&lt;br /&gt;
&lt;br /&gt;
If neither the parentless body part nor a consciousness source are hit, no stun occurs.&lt;br /&gt;
&lt;br /&gt;
Eyes specifically have a 0% hit chance factor against blunt damage, meaning they will never be hit by a blunt attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stun Chance per Percentage of Torso's Maximum HP || Stun Chance per Percentage of Brain's Maximum HP&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Torso HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 40, 90, 100 |y1=0.0, 0, 15 , 15}}&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Damage/Maximum Brain HP (%)|yAxisTitle=Stun Chance (%)|type=line|x=0, 4, 50, 100 |y1=0.0, 20, 100 , 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bomb ===&lt;br /&gt;
Bomb damage is done by a variety of explosive weapons and is additionally effective against buildings. The default damage is 50, with a default {{AP}} of 10% and stopping power of 0.5. It does 4x Damage to Plants and to impassable buildings such as Nutrient Paste Dispensers and 2x to passable buildings such as armchairs. Additionally, [[Wall]]s specifically have an additional 2x multiplier, stacking with the previous 4x, for a total of 8x damage. Each hit picks 1-4 random body part targets to affect (either internal or external, and can target the same part twice). Then split the total damage evenly across those parts. Then roll for armor penetration per each hit. For ''each'' internal part that takes damage, apply the hit damage to the parent part (even if the parent was already hit) (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;BombSuper&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bomb super ====&lt;br /&gt;
Bomb super damage follows the rules of bomb damage, but with a default damage of 550, a default {{AP}} of 130%, and a default stopping power of 2.0. Bomb super damage is dealt only by [[antigrain warhead]]s and [[IED antigrain warhead trap]]s.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span id=&amp;quot;MiningBomb&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Mining bomb ====&lt;br /&gt;
Mining bomb damage follows the rules of bomb damage, but with a 30x multiplier to impassable buildings, a 5x multiplier to passable buildings, and a 10x multiplier to plants. Additionally, mining bomb damage also has an effective [[Mining Yield]] of {{Good|100%}}, causing destroyed mineable objects to drop the same yield as if a [[mining]] skill level 8 pawn mined them. Mining bomb damage is dealt only by [[ancient mining charge]]s {{OdysseyIcon}} and [[ancient explosives crate]]s. {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
Target a single random internal or external body part. Roll for AP. If an internal part takes damage, apply the hit damage to the parent part (this is bonus damage).&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Identical to [[#Flame|Flame]] except that it cannot ignite targets.&lt;br /&gt;
&lt;br /&gt;
=== Cut === &lt;br /&gt;
Each hit rolls 0-100 for how many parts the strike damages. Result 0 - 59 is 1 target.. 60-89 is 2.. 90-99 is 3.. exactly 100 is 4 parts hit. If it's more than 1 target, multiply the damage of the hit by 1.4. Target random internal or external body parts (if a single-hit, cannot target internal parts. otherwise, can) (all multi-hit targets must be adjacent to each other). The total damage of the hit is evenly split across all targets. Roll for AP only against the first picked target regardless of the rest, and apply that damage to all targets. If an internal part is damaged without it's parent part being damaged, deal the same hit damage onto the parent part as well (this is bonus damage) (doesn't apply to bones). &lt;br /&gt;
&lt;br /&gt;
=== Demolish ===&lt;br /&gt;
Demolish damage is done by [[breach axe]]s and is additionally effective against buildings. It applies a 10x Damage multiplier when attacking buildings, but applies an additional 0.75x multiplier when attacking the target is impassible such as [[walls]], for a net multiplier of 7.5x against that class of building. In all other ways, it is otherwise identical to Blunt damage.&lt;br /&gt;
&lt;br /&gt;
=== EMP ===&lt;br /&gt;
{{Image wanted|reason=Stun mote and electrical sparking effect}}&lt;br /&gt;
{{Stub|section=1|reason=Mech boss [[EMP resistance]], [[unique weapons]] with EMP sources}}&lt;br /&gt;
EMP damage is a fairly unique form of damage that does no direct harm to organic pawns, but temporarily stuns mechanical pawns and some objects.&lt;br /&gt;
&lt;br /&gt;
The weapons that deal EMP damage include:&lt;br /&gt;
* [[EMP grenades]]&lt;br /&gt;
* [[EMP launcher]]&lt;br /&gt;
* [[EMP shell]]&lt;br /&gt;
* [[IED EMP trap]]&lt;br /&gt;
* [[Zeushammer]] {{RoyaltyIcon}} &lt;br /&gt;
* [[Persona zeushammer]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique weapons#EMP pulser|Unique weapons with the EMP pulser trait]]{{OdysseyIcon}}&lt;br /&gt;
* [[Unique_weapons#EMP_cannon|Unique weapons with the EMP cannon trait]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Additionally, when destroyed the [[Condition causer#Defoliator|Defoliator]] condition causer will release a EMP blast with a 9 tile radius.&lt;br /&gt;
&lt;br /&gt;
EMP mainly serves to stun [[mechanoid]]s, [[revenant]]s,{{AnomalyIcon}} [[metalhorror]]s,{{AnomalyIcon}} [[nociosphere]]s,{{AnomalyIcon}} [[turret]]s, and [[mortar]]s. Every stun &amp;quot;damage&amp;quot; inflicts {{Ticks|30}} of stun. Most items do 50 EMP damage, or 25 seconds of stun.&lt;br /&gt;
&lt;br /&gt;
After being stunned, targets become 'Adapted', gaining immunity from further stuns for {{Ticks|2200}}. The immunity starts ticking down as soon as the stun is applied; stun duration or future stuns have no effect on adaptation. The post-stun Adapted duration is {{Ticks|2200-(30*50)}} for most items. Some pawns such as command mechanoids{{BiotechIcon}} and nociospheres{{AnomalyIcon}} have EMP resistance, so are stunned for less time. Metalhorrors{{AnomalyIcon}} are incapable of adapting and can be stun locked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Damage !! Sources !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| 4    || [[Unique weapons#EMP rounds|Unique weapons with the EMP rounds trait]]{{OdysseyIcon}}  ||  {{Ticks|30*4}}   || {{Ticks|2200-(30*4)}}     || {{%|(30*4) / ((30*4)+(2200-(30*4))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 9    || [[Zeushammer]], [[Persona zeushammer]]  ||  {{Ticks|30*9}}   || {{Ticks|2200-(30*9)}}     || {{%|(30*9) / ((30*9)+(2200-(30*9))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 45   || Awful [[quality]] [[EMP launcher]]      || {{Ticks|30*45}}   || {{Ticks|2200-(30*45)}}    || {{%|(30*45) / ((30*45)+(2200-(30*45))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 50   || ''All other sources''                   || {{Ticks|30*50}}   || {{Ticks|2200-(30*50)}}    || {{%|(30*50) / ((30*50)+(2200-(30*50))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 62.5 || Masterwork [[quality]] [[EMP launcher]] || {{Ticks|30*62.5}} || {{Ticks|2200-(30*62.5)}}  || {{%|(30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| 75   || Legendary [[quality]] [[EMP launcher]]  || {{Ticks|30*75}}   || {{Ticks|0}} &amp;lt;!--{{Ticks|2200-(30*75)}} is less than 0 --&amp;gt; || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any amount of EMP damage will also:&lt;br /&gt;
* Inflict [[brain shock]] on pawns with brain implants ([[Learning assistant]] {{RoyaltyIcon}}, [[Neurocalculator]] {{RoyaltyIcon}}, [[Circadian assistant]] {{RoyaltyIcon}}, [[Circadian half-cycler]] {{RoyaltyIcon}},  [[Pilot assistant]] {{OdysseyIcon}} )&lt;br /&gt;
* Inflicts vomiting on pawns with certain stomach implants ([[Nuclear stomach]] {{RoyaltyIcon}}, [[Reprocessor stomach]] {{RoyaltyIcon}}, [[Sterilizing stomach]] {{RoyaltyIcon}})&lt;br /&gt;
* Break [[shield belt]]s, which will recharge as if they reached 0 HP normally.&lt;br /&gt;
* Disable the power generation of generators. &lt;br /&gt;
* Disable [[low-shield pack]]s {{RoyaltyIcon}} for {{Ticks|600}}; the burnout timer continues to run while stunned.&lt;br /&gt;
* Disable [[mech low-shield]]s {{RoyaltyIcon}} and [[mech high-shield]]s {{RoyaltyIcon}} for {{Ticks|1200}}. For mech high-shields, an [[EMP shell]] must impact the actual shield; the blast will not disable it.&lt;br /&gt;
* Reveal revenants and sightstealers.{{AnomalyIcon}}&lt;br /&gt;
* If an EMP attack does more EMP damage to a mortar than the remaining HP it has, the mortar will explode.&lt;br /&gt;
&lt;br /&gt;
Using EMP attacks against friendlies counts as an attack, even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
=== RangedStab ===&lt;br /&gt;
{{Stub|section=1|reason=General}}&lt;br /&gt;
RangedStab's damage distribution is unlike other types, with 1/3rd of the damage being applied to internal parts when targeted, while the remaining 2/3rds are applied to the external parent part. &lt;br /&gt;
In comparison, melee stabs will split damage between equally internal and parent, while ranged attacks like bullets and arrows will duplicate the damage in its entirety for each part. &lt;br /&gt;
&lt;br /&gt;
Further investigation as to RangedStab's abnormally high probability of hitting internal parts is required as it may be similar to regular Stab.&lt;br /&gt;
&lt;br /&gt;
=== Flame ===&lt;br /&gt;
{{Rewrite|reason=[[Version/1.5.4062]] changed how flammability interacts with Flame damage. Needs to be updated on [[Flammability]], [[Damage Types#Flame]]/[[Damage Types#Burn]], and [[Fire]] - note changelog states that it only affects buildings but don't assume. Verify all mechanics with testing.}}&lt;br /&gt;
Flame damage has a default damage of 10 and typically has no armor penetration at all. If any damage is dealt by flame damage at all, i.e. it is not fully negated by [[Apparel#Protection|protective apparel]], there is a chance to [[Fire|ignite]] the pawn. &lt;br /&gt;
&lt;br /&gt;
This chance does not scale with the damage done i.e. a partial mitigation does not reduce the chance. However, it does scale with the [[Flammability]] of the target, and is defined by the following graph:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ignition Chance per Target Flammability&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|xAxisTitle=Target Flammability (%)|yAxisTitle=Ignition Chance (%)|type=line|x=0, 10, 30, 100 |y1=0, 7, 100, 100}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, a normal human has a flammability of 70% and so has a 100% chance to ignite if any flame damage is taken, while a human wearing [[phoenix armor]] {{RoyaltyIcon}} has a flammability of 2% and so has a 1.4% chance to ignite if any flame damage is taken. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Factors !! Flammability !! Ignition Chance upon&amp;lt;br&amp;gt;Flame Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Human'' &lt;br /&gt;
| 70% || 100% (1 in 1)&lt;br /&gt;
|-&lt;br /&gt;
! [[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 10% || 7% (1 in 14.3)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} &lt;br /&gt;
| 2% || 1.4% (1 in 71.4)&lt;br /&gt;
|-&lt;br /&gt;
! [[Phoenix armor]] {{RoyaltyIcon}} +&amp;lt;br&amp;gt;[[Fire resistant]] {{BiotechIcon}} &lt;br /&gt;
| 0.2% || 0.14% (1 in 714.3)&lt;br /&gt;
|-&lt;br /&gt;
! ''Default Mechanoid'' &lt;br /&gt;
| 0% || 0% (Never)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the pawn is ignited the size of the [[fire]] is randomly selected between 15% and 25%, which affects the difficulty of putting it out and the chance to spread.&lt;br /&gt;
&lt;br /&gt;
In addition to weapons that deal flame damage, [[lightning]] also deals 10 flame damage its area of effect.&lt;br /&gt;
&lt;br /&gt;
=== Scratch ===&lt;br /&gt;
Scratch damage does damage differently depending on what part is initially targeted.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is internal, then a count is made of all parts from the targeted part, and that part's parent, and that part's parent, etc. until a part that is external is found. The damage dealt is then evenly divided among these parts, including the targeted part and the final outside part. Note that in testing, no scratch attack was seen initially targeting an internal part. It is unclear if this is even possible to occur in game.&lt;br /&gt;
&lt;br /&gt;
If the part targeted is external, then a list is created including: the originally targeted part, the children parts of the original part, the parent of the original part, and the children of the parent of the original part. Two parts are then selected from this list at random,{{Check Tag|Verify|Is it two parts are picked at random, or the chosen part and 1 random part}} and then between 50% and 80% of the original post-armor damage is dealt to both parts. Note that is usually result in {{DPS}} 30% higher than the weapon's nominal value, though damage may be also limited by [[#Overkill prevention|overkill prevention]].&lt;br /&gt;
&lt;br /&gt;
In this instance, Scratch has a overkillPctToDestroyPart range of 0~0.7, or 0% to 70%. This means there is a linear probability from 0% chance of destruction when the no damage over current HP is dealt, to 100% chance the body part would be destroyed when the attack deals 70% of the parts maximum health as Scratch Type Overkill Damage. If the chance is failed, the part is not destroyed and instead reduced to 1 HP.&lt;br /&gt;
&lt;br /&gt;
For example, a [[power claw]] deals {{Q|Power claw|Attack 1 Damage}} scratch damage. If the initial attack targets the nose, the head's child part, then an eye could be selected as it is also a child part of the head. If the initial attack was also halved by armor, then this attack would deal between {{#expr: 0.5*0.5*{{Q|Power claw|Attack 1 Damage}}}} and {{#expr: 0.8*0.5*{{Q|Power claw|Attack 1 Damage}}}} damage to nose and eye.&lt;br /&gt;
&lt;br /&gt;
=== Toxic bite ===&lt;br /&gt;
Identical to [[#Bite|Bite]], but also inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Bite damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.{{Check Tag|Wildmen?|Wildman pawn with the venom fangs implant hunting prey - do they apply it?}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic bullet ===&lt;br /&gt;
Identical to [[#Bullet|Bullet]], but also inflicts a 0.65% severity increase of [[toxic buildup]] for each point of Bullet damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
The tag is set such that animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type, however it is unclear if this is functional or merely a hold over from copying the standard set by [[#Toxic bite|toxic bite]] as that condition cannot occur in vanilla. It is also unclear whether it would apply to colonists hunting with such weapons.{{Check Tag|Verify|Have pawn hunt with dev mod spawned in toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
=== Toxic scratch ===&lt;br /&gt;
Identical to [[#Scratch|Scratch]], but inflicts a 1.5% severity increase of [[toxic buildup]] for each point of Scratch damage inflicted, multiplied by the [[Toxic Resistance]] of the target and inversely proportional to the [[body size]] of the target i.e. a target with 50% Toxic Resistance and a body size of 2 will take 25% of the toxic buildup.&lt;br /&gt;
&lt;br /&gt;
Animals will not apply the toxic buildup hediff when hunting for food, even when using an attack with this damage type. This is to prevent them from rotting their prey with toxic buildup, and being left unable to eat, only to have to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Thump ===&lt;br /&gt;
Thump damage is done by [[Thump cannon]], and is exceptionally effective against buildings. The default damage is only 5, with 0 AP, however it does 4x Damage to Plants, 15x damage to impassable buildings such as Nutrient Paste Dispensers, 7.5x to passable buildings such as armchairs. Additionally, both [[wall]]s and natural rock walls specifically have an additional 2x multiplier, stacking with the previous 15x, for a total of 30x damage.&lt;br /&gt;
&lt;br /&gt;
=== Vaporize ===&lt;br /&gt;
Vaporize damage is done by the [[hellsphere cannon]] of [[Diabolus]]{{BiotechIcon}} and the fleshmelter bolt of [[Nociosphere]]{{AnomalyIcon}}. The default damage is 800, with a default {{AP}} of 100% and stopping power of 1.5. It does 4x to impassable buildings such as Nutrient Paste Dispensers, 2x to Plants and  passable buildings such as armchairs, and 0.1x damage to corpses. &lt;br /&gt;
&lt;br /&gt;
It is resisted by heat armor and heats up the area in which it is fired.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
=== Decayed Organ ===&lt;br /&gt;
A result of [[Organ decay]], which can apply to the [[Heart]], [[Lung]]s, and [[Kidney]]s.&lt;br /&gt;
&lt;br /&gt;
=== Acid Burn ===&lt;br /&gt;
Can be received via the various acid spits: [[Fleshmass spitter]] acid, [[Corrosive heart]] acid, and [[Acid spray]] acid. [[Devourer]]s also inflict this damage to the swallowed pawn.&lt;br /&gt;
&lt;br /&gt;
=== Psychic ===&lt;br /&gt;
An awoken [[unnatural corpse]] will psychically incinerate the target's brain.&lt;br /&gt;
&lt;br /&gt;
=== Nerve ===&lt;br /&gt;
{{Stub|section=1|reason=Inadequate mechanical detail}}&lt;br /&gt;
Damage dealt from the [[Nerve spiker]].&lt;br /&gt;
&lt;br /&gt;
==== Nerve Stun ====&lt;br /&gt;
The stun ability of the nerve spiker.&lt;br /&gt;
&lt;br /&gt;
=== Mech-band Shockwave ===&lt;br /&gt;
From the Apocrition shockwave upon its death{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Energy Bolt ===&lt;br /&gt;
One of the projectiles fired by the [[Nociosphere]].&lt;br /&gt;
&lt;br /&gt;
=== Digestion ===&lt;br /&gt;
Inflicted to corpses by the [[Harbinger tree]], and to pawns swallowed by a Devourer{{Check Tag|Verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Electrical Burn ===&lt;br /&gt;
Electrical burns are periodically received by [[entities]] connected to an [[Electroharvester]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - Bomb damage now does 2x damage vs plants. '''Note:''' this was increased in a later version to 4x, as noted above.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - New visual effects for the EMP state on mechs or turrets, with electrical arcs and sparks.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Thump damage multiplier versus [[wall]]s reduced from 4x to 2x. Demolish damage multiplier versus impassible buildings reduced from 1 to 0.75.&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=173471</id>
		<title>Diabolus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Diabolus&amp;diff=173471"/>
		<updated>2025-12-27T13:58:34Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: EMP resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Diabolus&lt;br /&gt;
| image = DiabolusAncient east.png&lt;br /&gt;
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. &amp;lt;br/&amp;gt;This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 2.4&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.60&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 4.5&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 18&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = HellsphereCannonGun&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Signal chip&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = High subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the diabolus 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Militor|25}}x4 {{Icon Small|Pikeman|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x7 {{Icon Small|Pikeman|25}}x2 {{Icon Small|Tesseron|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Legionary|25}}x3 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x5 {{Icon Small|Centipede gunner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Pikeman|25}}x8 {{Icon Small|Centipede gunner|25}}x4 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Lancer|25}}x10 {{Icon Small|Centipede gunner|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|Diabolus|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Tesseron|25}}x10 {{Icon Small|Centipede gunner|25}}x6 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
Every diabolus will drop a separate signal chip, it doesn't need to be &amp;quot;the boss&amp;quot; of a wave, or even to come as a summon.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have an [[EMP]] resistance of 60%, meaning they are stunned for 60% less time.&lt;br /&gt;
&lt;br /&gt;
The diabolus is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the diabolus due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the diabolus has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.&lt;br /&gt;
&lt;br /&gt;
Friendly diaboli recharge in a [[large mech recharger]], creating 5 [[wastepack]]s to go from empty to full charge. This totals in 25 wastepacks whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
An enemy diabolus alternates between two long range attacks:&lt;br /&gt;
&lt;br /&gt;
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where diabolus is aiming. It is to be noted that unlike almost every other weapon, the hellsphere cannon will not track its target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leave a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.&lt;br /&gt;
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporize damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output&lt;br /&gt;
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but puts combatants at risk of the diabolus' fire burst, so mechanoids or heavily heat-armored pawns are ideal for such an approach.&lt;br /&gt;
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, firing the hellsphere cannon, or performing other activities, and it has almost no warmup time.&lt;br /&gt;
&lt;br /&gt;
Note that they do not drop either weapon upon death.&lt;br /&gt;
[[File:FireBurst.png|64px|left|thumb|The gizmo used to trigger the fire burst]]&lt;br /&gt;
&lt;br /&gt;
Diaboli have the ability to emit a &amp;quot;fire burst&amp;quot; on a {{Ticks/gametime|2700}} cooldown. It begins emitting visible fumes and randomly depositing [[Filth#Chemfuel puddle|chemfuel puddles]] in spaces within 5.9 tiles around itself; after 3 seconds, it fills in the remaining spaces in that radius with chemfuel puddles and releases a 10-damage [[Damage Types#Flame|Flame]] explosion with the same radius, dealing damage and igniting the puddles. As of RimWorld version 1.5, enemy diaboli that are currently 'fighting enemies' (as opposed to wandering around in preparation for an assault, pathing towards a colony, or opening fire on random buildings) will use their fire burst if attacked or even just aimed at by a pawn within 65 tiles, regardless of whether or not the burst would hit anything. Player-controlled diaboli must have their fire burst manually triggered by the player.&lt;br /&gt;
&lt;br /&gt;
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, they will use their [[hellsphere cannon]] to breach through walls, similar to [[termite]]s, if no pawns are accessible. They will also destroy buildings and objects, like any other raider.&lt;br /&gt;
&lt;br /&gt;
When summoned, all diaboli after the first two waves will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether diaboli that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Kiting and spreading out is key to taking out the diabolus. The biggest threat is by far its hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[fire resistant]] gene, and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] {{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.&lt;br /&gt;
&lt;br /&gt;
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.&lt;br /&gt;
&lt;br /&gt;
You should manually move pawns away from the blast radius, always allowing yourself the option to retreat. Split up your pawns, which will allow more of them to focus on shooting instead of running. You can even use your own [[militor]]s to lure the cannon or flame burst; their range is short enough to justify staying close, anyway. It only has 1 non-flame attack, so even a [[cleansweeper]] can stall for some time.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
[[File:Diabolus waterskip.png|thumb|Waterskip psycast used to cancel the diabolus' fire burst]]&lt;br /&gt;
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] or the [[waterskip]] psycast{{RoyaltyIcon}} can extinguish fire on your pawns, but heat damage still applies.&lt;br /&gt;
&lt;br /&gt;
=== Using EMP ===&lt;br /&gt;
Despite their resistance, diaboli are still vulnerable to [[EMP]] attacks. However because of the EMPs reduced uptime, you may want to use EMP damage tactically. Stunning the diabolus interrupts the hellsphere cannon, so EMPs can be timed to prevent the cannon from firing and potentially save a pawn's life. If the diabolus is still adapted while firing, and therefore temporarily immune to further EMP stuns, then this strategy cannot be used. EMP should thus be used sparingly, rather than fired at will. &lt;br /&gt;
&lt;br /&gt;
The exception to this is once diaboli spawn with [[Heavy shield unit|shields]], which can be broken instantly by EMP. In that case it is usually better to use EMPs immediately rather than attempt to interrupt a blast. This will kill the diabolus faster, which prevents more hellsphere shots overall.&lt;br /&gt;
&lt;br /&gt;
=== Psycasts ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[File:Diabolus self anniliation.png|thumb|2 diaboli tricked into targeting eachother]]&lt;br /&gt;
Diaboli, with their 75% [[psychic sensitivity]], are vulnerable to certain [[psycasts]]. [[Beckon]] will interrupt either of its charged attacks, even if immediately broken by damage. If there are multiple diaboli in a raid, you can use Beckon to trick them into hellsphering each other.&lt;br /&gt;
&lt;br /&gt;
Casting [[Berserk (psycast)|Berserk]] on its ally can cause it to waste a lot of time on charging a friendly fire attack, which it cannot interrupt on its own. Berserk cannot be cast on diaboli, since like other mechanoid commanders they are immune to psychic insanity.&lt;br /&gt;
&lt;br /&gt;
The [[Skipshield]] psycast can be used against diaboli in much the same way it can be used against raiders equipped with [[Doomsday rocket launcher|Doomsday]]/[[Triple rocket launcher]]. Shields and skipshields block the hellsphere cannon, causing the diabolus to damage/kill itself if the barrier is close enough.&lt;br /&gt;
&lt;br /&gt;
Diaboli are too big to be affected by the [[Skip]] psycast and its variants.&lt;br /&gt;
&lt;br /&gt;
=== When you should fight ===&lt;br /&gt;
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:&lt;br /&gt;
&lt;br /&gt;
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.&lt;br /&gt;
* Have your mechanitor &amp;amp; militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain. &lt;br /&gt;
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.&lt;br /&gt;
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.&lt;br /&gt;
&lt;br /&gt;
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!&lt;br /&gt;
&lt;br /&gt;
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).&lt;br /&gt;
&lt;br /&gt;
=== As a counter raid ===&lt;br /&gt;
Diabolus (and any mech boss) can be summoned defensively against any other non-mech raid, sometimes to a great efficiency since hostile raids will more often than not prefer to fight each other and diabolus can be summoned every 2 days without any additional buildings which can make certain endgame sequences considerably easier.&lt;br /&gt;
&lt;br /&gt;
== Analysis - As an ally ==&lt;br /&gt;
{{Stub|section=1|reason=Why build the diabolus? Also tactics. Diabolus killbox example and synergy with [[Skipshield]]}}&lt;br /&gt;
Slow and with a little more health &amp;amp; armor than a [[centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the diabolus slowly closes distance. It's faster than a centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.&lt;br /&gt;
&lt;br /&gt;
But when it's close, it's a tank killer. The [[hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to its long wind-up time, the enemy won't. They just stand there and get destroyed.&lt;br /&gt;
&lt;br /&gt;
A diabolus can destroy [[obelisk]]s{{AnomalyIcon}} in one hit, removing them from map without triggering their activation effect.&lt;br /&gt;
&lt;br /&gt;
Watch out for the hellsphere cannon accidentally destroying items, including the chips dropped by all 3 mechanoid commanders.&lt;br /&gt;
&lt;br /&gt;
Due to the efficacy of fire against insectoids, the diabolus can be an effective way to eliminate infestations. This risks the diabolus' own body if the insectoids manage to destroy it, potentially preventing resurrection and wasting resources, especially if in a room whose floor is made of a flammable material like wood.&lt;br /&gt;
&lt;br /&gt;
When using the remote shielder, be very careful. If the shield is active when the hellsphere cannon is fired, the shot will hit the shield, damaging the diabolus and anything within point blank range.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Diabolus}}&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;
{{Recode|section=1|reason=Verify melee verbs are correct given weirdness about the turret}}&lt;br /&gt;
{{Pawn Attack Table|weapon=Hellsphere cannon}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Diabolus east.png| Age 0-99 Diabolus facing east&lt;br /&gt;
Diabolus north.png| Age 0-99 Diabolus facing north&lt;br /&gt;
Diabolus south.png| Age 0-99 Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
DiabolusAncient east.png| Age 100+ Diabolus facing east&lt;br /&gt;
DiabolusAncient north.png| Age 100+ Diabolus facing north&lt;br /&gt;
DiabolusAncient south.png| Age 100+ Diabolus facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|mechanoid|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_queen&amp;diff=173470</id>
		<title>War queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_queen&amp;diff=173470"/>
		<updated>2025-12-27T13:58:26Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: EMP resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{See also|War urchin}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = War queen&lt;br /&gt;
| image = WarqueenAncient east.png&lt;br /&gt;
| description = An ultra-heavy mech with a built-in mech gestator. Fed with appropriate resources, the war queen can form small war urchin combat mechs within its massive carapace and deploy them into combat. Even more than other mechanoids, the war queen resembles a giant, living insect. All war mechs can be terrifying, but humans tend to find the war queen disturbing on a deeper level.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 1.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.70&lt;br /&gt;
| bandwidth cost = 5&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 4&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| attack1chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Ultra mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 12&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 600&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 300&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Nano structuring chip&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
| resource 5 = High subcore&lt;br /&gt;
| resource 5 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''war queen''' is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[powerfocus chip]], required to research further [[mechanitor]] technology.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more war queens can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile war queen requires a [[mechanitor]] and a [[mechband antenna]], destroying the antenna in the process. Constructing a mechband antenna requires the [[Research#{{Q|Mechband antenna|Required Research}}|{{Q|Mechband antenna|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a War queen before, but is independent of wealth, time, or colony progress. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|War queen|25}}x1&lt;br /&gt;
| No&lt;br /&gt;
| {{Icon Small|Pikeman|25}}x5 {{Icon Small|Scyther|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|War queen|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x7 {{Icon Small|centipede burner|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|War queen|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Pikeman|25}}x5 {{Icon Small|Tesseron|25}}x2 {{Icon Small|Tunneler|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x8 {{Icon Small|lancer|25}}x4 {{Icon Small|centipede burner|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Pikeman|25}}x5 {{Icon Small|Lancer|25}}x5 {{Icon Small|Legionary|25}}x3 {{Icon Small|centipede burner|25}}x3&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Scyther|25}}x14 {{Icon Small|centipede burner|25}}x4 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|War queen|25}}x2&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Centipede burner|25}}x8 {{Icon Small|scorcher|25}}x18&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|War queen|25}}x3&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Scyther|25}}x6 {{Icon Small|Lancer|25}}x6 {{Icon Small|Legionary|25}}x3 {{Icon Small|Centipede burner|25}}x8 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the war queen is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
Dead, friendly {{lc:{{PAGENAME}}}}s can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the &amp;quot;''Resurrect ultraheavy mechanoid''&amp;quot; bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Mechanoid Summary}} War queens have a 70% [[EMP]] resistance, meaning they are stunned for 70% less time.&lt;br /&gt;
&lt;br /&gt;
The war queen is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the war queen due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the war queen has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead war queens may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the war queen.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile War queen rewards the player with a [[Powerfocus chip]]. Studying one is required to research [[Research#High_Mechtech|High Mechtech]], and they can also be used to create various mechanitor gear.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason= Effect of MeleeDoorDamageFactor  = 1.5? Also add findings to [[Centurion]]}}&lt;br /&gt;
War queens are always equipped with a [[charge blaster turret]], which they do not drop upon death. Note that this weapon is unique in that it can fire while moving. See the [[charge blaster turret]] page for further information.&lt;br /&gt;
&lt;br /&gt;
War queens have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
Despite this however, their primary combat capability is spawning [[war urchin]]s to fight instead. The queen can make up to 3 war urchins at a time. Each war urchin costs 25 [[steel]] to make. The war queen generates with 600 steel. This steel is not recovered upon killing the queen or shredding her at a [[Machining table]]. If the queen is killed before the urchins, they all die immediately&lt;br /&gt;
&lt;br /&gt;
When summoned, all war queens after the first two waves will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether war queens that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== As an ally ===&lt;br /&gt;
It costs 25 steel to create each [[war urchin]]. Dead war urchins can be shredded at a [[machining table]] for up to 10 steel, so the actual cost of single urchin is closer to 15 steel, assuming you can retrieve their corpses intact. When summoning, you can summon 3 at a time every 15 seconds, for a total batch cost of 75 steel. The War Queen can hold up to 600 steel at a time, and the target level can be set by the player.&lt;br /&gt;
&lt;br /&gt;
Player urchins cannot be operated manually, nor can they be [[allowed area|zoned]], but they respect forbidden doors. Otherwise they just behave like ally pawns from NPC factions, moving towards the nearest enemy on the entire map.&lt;br /&gt;
&lt;br /&gt;
War queens cannot release war urchins while dormant self-charging, and the operation mode of a mech cannot be changed when the overseer is unavailable. However, a war queen moving due to factors like zoning restrictions are not considered as dormant self-charging and can release war urchins.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Physical strategies and/or building structures in order to fight.}}&lt;br /&gt;
===As an enemy===&lt;br /&gt;
Despite their description in a [https://store.steampowered.com/news/app/294100/view/3319740412995640186 Biotech preview], rushing the war queen is generally not the best strategy.  The war queen will only begin to deploy urchins when she is within range of an enemy, so it can be advantageous to let her come to you.  Furthermore, the war queen can only build a finite number of urchins, so it is quite viable to hunker down and win a battle of attrition. Aiming for the queen can help, but you'll need to use [[EMP]] and rush it down ''very'' quickly, lest the swarm takes you out. Letting all the urchins be deployed allows for more steel to be recovered, as they can be shredded after, but any remaining steel inside the queen is lost. &lt;br /&gt;
&lt;br /&gt;
The real threat isn't so much the war queen as the escorts she spawns with. The first summon comes with 5(!!) pikemen, and later fights only get harder. Pikemen in particular can snipe from a long range, making it extra difficult to interrupt the constant flow of war urchins. You might want to construct a close quarter combat arena in order to counter this.&lt;br /&gt;
&lt;br /&gt;
===As an ally===&lt;br /&gt;
The war queen is the single most durable mech you can gestate, boasting the highest health scale and 2nd highest armor in the game. Even if the war queen never fires, it makes for an amazing distraction. This is further enhanced by the [[war urchin]]s it can deploy. If a [[doomsday rocket launcher]] hits a war urchin, little is lost. War urchins aren't nearly as durable, but due to their small body size, they are hard to hit.&lt;br /&gt;
&lt;br /&gt;
In terms of raw firepower, the war queen is lacking, especially for an ultra-heavy mech. Instead, it relies on the swarm of urchins. Individual urchins are not effective against large enemy forces, so you may want to bunch them up. In order to bunch up your urchins, deploy them inside a room where its [[door]]s are forbidden. Once all the urchins are ready, unforbid the doors and unleash the swarm. This can be an effective but expensive way to deploy a lot of firepower.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|Mech_Warqueen}}&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;
{{Recode|section=1|reason=Verify melee verbs are correct given weirdness about the turret}}&lt;br /&gt;
{{Pawn Attack Table|weapon=Charge blaster turret}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Warqueen east.png| Age 0-99 War queen facing east&lt;br /&gt;
Warqueen north.png| Age 0-99 War queen facing north&lt;br /&gt;
Warqueen south.png| Age 0-99 War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarqueenAncient east.png| Age 100+ War queen facing east&lt;br /&gt;
WarqueenAncient north.png| Age 100+ War queen facing north&lt;br /&gt;
WarqueenAncient south.png| Age 100+ War queen facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 45% to 70%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled. Fix: War urchins are not newborn when created by a war queen.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: War queen resets to full steel when changing map.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=173469</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=173469"/>
		<updated>2025-12-27T13:58:20Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: EMP resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Apocriton&lt;br /&gt;
| image = ApocritonAncient east.png&lt;br /&gt;
| description = A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.&amp;lt;br&amp;gt;While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1600&lt;br /&gt;
| combatPower = 600&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 75&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 1&lt;br /&gt;
| EMP resistance = 0.80&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 5.2&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = Head&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
An '''apocriton''' (pronounced ''apoc-crit-on'')&amp;lt;ref&amp;gt;[https://youtu.be/SaqYff8kEs8 Tynan Sylvester Interview, Hot Potato 2022]&amp;lt;/ref&amp;gt; is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. It drops the [[nano structuring chip]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
One or more apocritons can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.&lt;br /&gt;
&lt;br /&gt;
Summoning a hostile Apocriton requires a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Constructing a mechband dish requires the [[Research#{{Q|Mechband dish|Required Research}}|{{Q|Mechband dish|Required Research}}]] research.&lt;br /&gt;
&lt;br /&gt;
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned an apocriton before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple mechanoid commanders at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days.  They will not attack immediately, but will instead act like a raid and &amp;quot;prepare&amp;quot; before launching their assault. The maximum size is reached after summoning the apocriton 8 times.&lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tier&lt;br /&gt;
! Number of bosses&lt;br /&gt;
! [[Heavy shield unit]]&lt;br /&gt;
! Escort&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x6 {{Icon Small|Scyther|25}}x5&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x6 {{Icon Small|Scyther|25}}x4 {{Icon Small|Tesseron|25}}x4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x6 {{Icon Small|Diabolus|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Tunneler|25}}x2 {{Icon Small|Diabolus|25}}x2&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Tunneler|25}}x1 {{Icon Small|Centipede blaster|25}}x2 {{Icon Small|Diabolus|25}}x2 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x10 {{Icon Small|Scyther|25}}x5 {{Icon Small|Centipede blaster|25}}x2 {{Icon Small|Diabolus|25}}x3 {{Icon Small|Centurion|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x12 {{Icon Small|Lancer|25}}x10 {{Icon Small|Tunneler|25}}x5 {{Icon Small|Centipede blaster|25}}x4 {{Icon Small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Icon Small|Apocriton|25}}x1&lt;br /&gt;
| Yes&lt;br /&gt;
| {{Icon Small|Militor|25}}x15 {{Icon Small|Scyther|25}}x10 {{Icon Small|Centipede blaster|25}}x8 {{Icon Small|Diabolus|25}}x2 {{Icon Small|War queen|25}}x1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, beyond wave 8, each new waves is chosen randomly from wave 3 to 8. The selection isn't purely random: it is determined by the world seed and the number of summons made prior. As such, the sequence of waves after wave 8 will be the same for a given seed. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the [[Endings#The Archonexus|archonexus]] chain of quests will reset the wave count.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The apocriton is an ultra-heavy class mechanoid. {{Mechanoid Summary}} It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time. &lt;br /&gt;
&lt;br /&gt;
The aprocriton is immune to [[psychic lance]]s. In addition, the [[skip]], [[chaos skip]], [[berserk]], and [[berserk pulse]] [[psycast]]s{{RoyaltyIcon}} do not function against the apocriton due to &amp;quot;Psychic Resistance&amp;quot;. Like most other mechanoids, the apocriton has 50% [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
Dead apocritons may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||15}} [[steel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the apocriton.&lt;br /&gt;
&lt;br /&gt;
Along with [[termite]]s, apocritons are the only mechanoids that can't be [[Mechanitor#Acquisition|gestated]] by your colony.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason=canUseAoeToGetTargets in def?}}&lt;br /&gt;
Apocritons are always equipped with a [[toxic needle gun]], which they do not drop upon death. See the [[toxic needle gun]] page for further information.&lt;br /&gt;
&lt;br /&gt;
Apocritons have a [[shooting accuracy]] of 96%, equivalent to a pawn with a [[Shooting]] skill of 8. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4.&lt;br /&gt;
&lt;br /&gt;
When summoned, apocritons will spawn with a [[heavy shield unit]], which has a strength of 400 HP - equal to 133 HP of actual damage. Note that it recharges x10 slower than a normal [[shield belt]]. It is currently unknown whether apocritons that spawn as part of regular raids can spawn with the shield.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basecharge|4.0}}{{#vardefine:baseregen|0.013}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Shield stats&lt;br /&gt;
! Value&lt;br /&gt;
|- &lt;br /&gt;
! Maximum charge&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*100 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Damage capacity&lt;br /&gt;
| {{#expr:{{#var:basecharge}}*1.0*(100/3.3) round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Recharge rate (energy per second)&lt;br /&gt;
| {{#expr:{{#var:baseregen}}*1.00*100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resurrection ===&lt;br /&gt;
Apocritons can resurrect any hostile mechanoid within a 9.9 tile radius, that has been dead for less than {{ticks|3600}}, even if it was resurrected before. This ability will affect a targeted mechanoid, along with other mechs in a 5-tile radius. When resurrected, the mechanoid will come back to life with all their limbs restored. The remaining injuries will be healed by half of their total damage value, applied equally to all of them (even if the healing would be wasted).&lt;br /&gt;
&lt;br /&gt;
An apocriton starts with 30 &amp;quot;charges&amp;quot; to use this ability when spawned. Resurrecting a Light class mech costs 1 charge, resurrecting a Medium class mech costs 3 charge, and resurrecting a Heavy class mech costs 5 charge. Ultra-heavy class mechs, including other apocritons, cannot be resurrected.&lt;br /&gt;
&lt;br /&gt;
There is a short {{ticks|240}} warmup before the mech arises. There is a {{ticks|120}} cooldown after each resurrection before the ability can be used again. This ability does not require [[line of sight]], meaning it can resurrect mechs behind walls.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
Apocritons are also capable of leaping to any tile within a 9.9 tile radius, outside a 5.9 tile radius, and within [[line of sight]]. Therefore, it can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping.  It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.&lt;br /&gt;
&lt;br /&gt;
Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
=== Psychic drone ===&lt;br /&gt;
Apocritons inflict a negative thought on all pawns on the whole map, regardless of faction. The strength of this effect depends on distance and psychic sensitivity.&lt;br /&gt;
&lt;br /&gt;
If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and further than 12 tiles, the pawn receives a {{--|4}} mood debuff. This is then scaled by [[Psychic Sensitivity]], much like the [[psychic drone]] event. This debuff does not stack if there are multiple apocritons on the map.&lt;br /&gt;
&lt;br /&gt;
=== Defeat ===&lt;br /&gt;
When an apocriton is defeated, it will emit a stun pulse on death. This stuns all mechanoids and turrets for {{ticks|1200}}, regardless of EMP resistance. Unlike regular EMP attacks, this will trigger [[brain shock]] or vomiting with&lt;br /&gt;
[[Sterilizing stomach|EMP-vulnerable]] [[nuclear stomach|stomach]] [[reprocessor stomach|implants]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This chip can be studied in order to research [[Research#Ultra mechtech|Ultra Mechtech]] and [[Research#Wastepack atomizer|Wastepack Atomizer]], and can be used in a variety of crafting recipes.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=At what (gear / colonist count / mech count) level would a player be prepared to fight an apocriton?}}&lt;br /&gt;
Apocritons are the most durable mechanoid in the game. They have armor second only to the [[tunneler]] and share the highest health scale with the [[war queen]], but they couple this with a [[body size]] of 1, making them up to 50% less likely to be hit by ranged attacks than those mechs. In addition, all summoned apocritons come with a [[heavy shield unit]]. Unlike the war queen, the apocriton prefers long range combat, and will jump out of melee range. With a range of 44.9 tiles, the apocriton's toxic needle gun outranges all weapons except the [[needle gun]], the [[sniper rifle]], and the [[uranium slug turret]].&lt;br /&gt;
&lt;br /&gt;
In combat, the apocriton prefers to fight at long range. Apocritons will use their mechanoid revival ability as frequently as possible, so long as they have charges remaining. The apocriton will often attempt to jump behind nearby walls or retreat to longer range before activating its revival ability. If no dead mechanoids are nearby, or if the apocriton is out of charges, it will behave very similarly to a pikeman, staying at long range to snipe at pawns.  If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor]]s so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
Given its high health and armor, weapons with high armor penetration such as the charge rifle are preferred. EMP will instantly destroy the apocriton's shield if hit, and stun the mechanoid for a very brief period. Hitting the apocriton with an EMP will disrupt its ability to resurrect other mechanoids. Apocritons rarely enter the range of [[EMP grenades]] unless forced to by terrain or structures, but an [[EMP launcher]], with its superior range, can more easily be used to stun the mechanoid.&lt;br /&gt;
&lt;br /&gt;
Using melee to engage apocritons is difficult, as the apocriton will simply jump away if enemies get too close. Using the [[skip]] psycast, a [[jump pack]], or longjump legs to close the distance can be effective to catch the apocriton. Apocritons are extremely poor melee adversaries, with attacks that deal very low damage. However, their high health and strong armor gives them a significant advantage in being able to simply outlast their opponent. You can take advantage of the apocriton's willingness to jump - if it's jumping, it isn't shooting or reviving.&lt;br /&gt;
&lt;br /&gt;
Apocriton's resurrection ability has two features: 1) it can resurrect mechanoids even if they are behind a wall, 2) after resurrection, the immunity of mechanoids to EMP disappears. If you manage to separate a group of 2-3 scythers or militors, then you can throw EMP grenades and kill them until apocriton runs out of resurrection charges. After that, it is more profitable to destroy the accompanying mechanoids, because apocriton itself is not capable of causing significant damage&lt;br /&gt;
&lt;br /&gt;
When killed, apocritons release a large area-of-effect stun with a range of approximately 25-30 tiles. Colonists will be unaffected, however all mechanoids - player or enemy - will be stunned, turrets are unaffected. This effect is less beneficial if the player relies on mechanoids. The stun will not affect mechanoids that stay behind a wall at the time the wave is released.&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Apocriton}} &lt;br /&gt;
{{Pawn Attack Table|weapon=Toxic needle gun}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Although the apocriton cannot be gestated, the game's files do contain &amp;quot;clean&amp;quot; variants of its textures, as well as faction color overlays.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Apocriton east.png| Age 0-99 Apocriton facing east&lt;br /&gt;
Apocriton north.png| Age 0-99 Apocriton facing north&lt;br /&gt;
Apocriton south.png| Age 0-99 Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
ApocritonAncient east.png| Age 100+ Apocriton facing east&lt;br /&gt;
ApocritonAncient north.png| Age 100+ Apocriton facing north&lt;br /&gt;
ApocritonAncient south.png| Age 100+ Apocriton facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - EMP resistance increased from 40% to 80%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Super-mechanoids cannot be called when there is already another super-mechanoid on the way. Significant combat overhaul. [[Toxic needle gun]] damage increased from 15 to 25. Sharp armor 40% -&amp;gt; 75%, Blunt armor 20% -&amp;gt; 40%. Health  3.3 -&amp;gt; 5.2. Apocritons can now cast resurrect without line of sight. Became immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Fix: Apocriton appears in mech clusters. Updated the apocriton's description to note that it has a jump launcher - {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. While [...]''}} -&amp;gt; {{Hover title|A mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.|''[...] radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher. While [...]''}}&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - [[Berserk]]{{RoyaltyIcon}} and similar [[psycasts]]{{RoyaltyIcon}} no longer work on mechanoid bosses. Fix: Error when apocritons jump. Apocriton is now an ultraheavy weight class mech.&lt;br /&gt;
* [[Version/1.6.4630|1.6.4630]] - Fix: Some explosive buildings explode twice when the wick ends.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=173450</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=173450"/>
		<updated>2025-12-25T01:41:30Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update info on stopping power and staggering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{For|analysis of using each weapon|Weapon Guide}}&lt;br /&gt;
{{For|a way to compare the numbers of each weapon|Weapon comparison table}}&lt;br /&gt;
{{Imagemargin|[[File:weapons_preview.png|right]]|32px}}&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. Most currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
== Ranged weapons ==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as explosives, other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and more advanced weapons like the charge rifle. A ranged weapon's accuracy and damage are also affected by its [[quality]] level.&lt;br /&gt;
&lt;br /&gt;
=== Firing cycle ===&lt;br /&gt;
Once a target is selected, and the shooter is in [[#Range|range]], the firing cycle of ranged weapons can be broken down into three phases. &lt;br /&gt;
# '''Aiming time'''. Sometimes referred to as '''warm-up'''. During this period the shooter will remain stationary and aim at the target before firing. The time this takes depends on the aiming time of the weapon, multiplied by the [[aiming time]] stat of the shooter. The remaining time until firing is displayed by a translucent white wedge, displayed in front of the shooter and cast toward the target. The wedge slowly thins until it disappears and the shot or burst is fired. During this time, the firing action can be canceled.&lt;br /&gt;
# '''Firing'''. Once aiming has finished, the pawn will fire the weapon. Ranged weapons either fire a single shot or a number of shots in sequence called a burst. The number of shots in a burst is determined by the weapon type and cannot be changed. Once begun, firing can't be interrupted manually, however it can be interrupted, such as by stunning. A burst will also end early if the target dies or is destroyed. There is a short delay, called &amp;quot;burst [[tick]]s&amp;quot;, after every shot in the burst but the last. &lt;br /&gt;
# '''Cooldown'''. Once firing is complete, a cooldown occurs. During this period the shooter will remain stationary. The time this takes depends on the cooldown time of the weapon, multiplied by the [[Ranged Cooldown Multiplier]] stat of the shooter. This is indicated by a translucent white circle over the pawn, which shrinks to nothing as the pawn recovers.&lt;br /&gt;
Once this cycle is complete, the process repeats.&lt;br /&gt;
&lt;br /&gt;
Thus optimum {{DPS}} is determined by the following equation:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Max DPS = (Damage &amp;amp;times; Burst Shot Count) &amp;amp;divide; ((Ranged Cooldown ([[ticks]]) + Warm-up ([[ticks]]) + (Burst Time ([[ticks]]) * (Burst Count - 1)) &amp;amp;divide; 60)&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
This optimum DPS is then affected by [[#Accuracy|accuracy]] to determine the actual DPS on target.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
The ranges are measured in tiles and correspond to:&lt;br /&gt;
* Touch = 3 tiles.&lt;br /&gt;
* Short = 12 tiles.&lt;br /&gt;
* Medium = 25 tiles.&lt;br /&gt;
* Long = 40 tiles.&lt;br /&gt;
&lt;br /&gt;
Every ranged weapon has an [[#Accuracy|accuracy]] for each range point. Between those ranges, the accuracy of the weapon is linearly interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. For example, a pump shotgun, with a maximum range of {{Q|Pump shotgun|Range}} tiles, a Short range accuracy of {{Q|Pump shotgun|Accuracy (Short) Base}}% and a Medium range accuracy of {{Q|Pump shotgun|Accuracy (Medium) Base}}%. It will never fire at a target {{#expr:{{Q|Pump shotgun|Range}} + 1 round 0}} tiles away, but at a range of 14 tiles, its accuracy will be 2/13 of the way between the Short and Medium range accuracy values, or {{#expr: {{Q|Pump shotgun|Accuracy (Short) Base}} + ((14-12)*({{Q|Pump shotgun|Accuracy (Medium) Base}}-{{Q|Pump shotgun|Accuracy (Short) Base}}))/(25-12) round 0}}%.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons wielders cannot fire at targets that are in melee range of themselves, but can target more distant enemies while engaged in melee. Note that NPCs will never target another pawn while engaged in melee.&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
{{Stub|section=1|reason=Needs to be double checked and what happens at ranges beyond 40 tiles for weapon accuracy? Where is body size of target applied? Also [[Combat in darkness]] precept effect needs info. Also [[Nearsighted]] info? Also [[Shooting Accuracy Multiplier (Child)]] (verify in game, not just xml)}}&lt;br /&gt;
Ranged weapon accuracy follows the following equation:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; [[Weather]] &amp;amp;times; [[Smoke]] &amp;amp;times; [[Cover]]) + [[Combat in darkness|Combat in Darkness]]&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* [[Shooting Accuracy]]: Is the stat of the shooting pawn.&lt;br /&gt;
* Range: Is the distance in tiles between the shooter and the target.&lt;br /&gt;
* Weapon Accuracy: Is the weapon accuracy of the weapon at that range. If it is not one of the listed values at 3, 12, 25, or 40 tiles, it is linearly interpolated between the nearest point above and the nearest point below the current range.&lt;br /&gt;
* [[Weather]]: Is the accuracy modifier for a given weather ranging from 50% for Fog, to 100% on a clear day.&lt;br /&gt;
* [[Smoke]]: If smoke occupies any tile directly between the shooter and target, it applies a 30% modifier (otherwise 100%).&lt;br /&gt;
* [[Cover]]: Cover modifier for the target, based on cover objects and shooting angle.&lt;br /&gt;
* [[Body size]]: A modifier based on the body size of the target. 0.5x for body sizes of 0.5 or lower, equal to body size for body size between 0.5 and 2.0, and 2.0x for body sizes of 2.0x or higher.{{Check Tag|Detail/Verify|Verify bounds and check where the multiplier is applied in the order of pperations}}&lt;br /&gt;
* [[Combat in darkness|Combat in Darkness]] Preferred Precept{{IdeologyIcon}}: If the shooter has the precept and the ''target'' is in darkness, +25% accuracy. If the shooter has the precept and target is not in darkness, -20% accuracy. Otherwise, 0%. For this precept, &amp;quot;darkness&amp;quot; is considered: 1. &amp;quot;Indoors&amp;quot; with 0% light level, 2. &amp;quot;Indoors&amp;quot; lit by only [[Darktorch#Summary|dark light]], or 3. Outdoors or Unroofed, only if the sun is at 0% light level. &lt;br /&gt;
&lt;br /&gt;
Related to accuracy, there are also [[friendly fire]] mechanics that prevent misses from hitting nearby allies within a certain radius.&lt;br /&gt;
&lt;br /&gt;
=== Stopping power ===&lt;br /&gt;
&amp;lt;!-- In case this ever comes up in the future - the XML for pawns supports specifying bulletStaggerSpeedFactor (0.17 is default, so 83% slowdown) for a pawn's race in XML. This is currently unused in the game. However, if it ends up being used - (as of 1.6.4633) the pawn slow down must be at least 83%. The slowdown can be higher, but not lower. If a pawn is staggered multiple times in a row, the duration will be refreshed and the slowdown may be changed if the new new stagger source caused a higher slowdown. Similarly stagger slowdown, a pawn's race in XML supports bulletStaggerDelayTicks for custom stagger duration and bulletStaggerIgnoreBodySize for having pawns always staggerable by any projectile regardless of their body size. In all cases, those seem to be currently unused. --&amp;gt;&lt;br /&gt;
Stopping power is the ability of ranged weapons to cause stagger when hitting a target, slowing them down by 83% for {{ticks|95}}. Stagger duration is scaled by [[Stagger Time Multiplier]], which may render the target immune to being staggered. [[Unnatural corpse]]s{{AnomalyIcon}} are immune to being staggered, despite having 100% [[Stagger Time Multiplier]]. The size of the number relates directly to the body size of the pawn that can be staggered by the weapon - thus, to stagger [[human]]s a stopping power of {{Q|Human|Body Size}} or higher is required while to stagger an [[elephant]] a stopping power of {{Q|Elephant|Body Size}} would be needed. Any creature (unless immune to it) will get staggered when hit by a projectile with a sufficient stopping power, even if it doesn't deal any damage.&lt;br /&gt;
&lt;br /&gt;
A typical ranged weapon has a stopping power of 0.5, however the following weapons have higher stopping powers:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Stopping Power::&amp;gt;0.500001]]&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Icon List&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Hover title|Version/1.4.3704|At the time of writing}}, all weapons with a stopping power above 0.5, have a stopping power of at least 1 and are able to stagger humans.{{#if: {{#ask: [[Stopping Power::&amp;gt;0.500001]] [[Stopping Power::&amp;lt;0.999999]]}}|{{Error|Wrong. Fix this}}}}&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons comparison table === &lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality; better/worse quality will raise/lower the % to hit as appropriate.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Technical limitations prevent the display of a more comprehensive table on this page. For a complete comparison table, see [[Weapon comparison table]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! {{AP}} !! Stopping Power !! Warm-Up&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Cooldown&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long) !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Touch){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Short){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Medium){{ref label|DPS Targets|B}} !! data-sort-type=&amp;quot;number&amp;quot;|DPS&amp;lt;br/&amp;gt;(Long){{ref label|DPS Targets|B}} !! Value {{icon Small|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]] [[Class::!Mechanoid Weapons]] [[Name::!Uranium slug cannon]] [[Name::!Autocannon]] [[Name::!Mini-turret gun]] [[Name::!Tactical turret gun]] &lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template= Ranged Weapon Table Row&lt;br /&gt;
 | sort=From DLC, name}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;{{#if: {{#var:hasQuality}} | For the full effects of qualities, see [[Quality]].}} {{#if: {{#var:missRadius}} || Values shown in &amp;lt;span style=&amp;quot;color:firebrick; font-weight:bold&amp;gt;Red&amp;lt;/span&amp;gt; indicate the weapon is out of range at the reference point for this range band. The value is provided due to the [[#Range|interpolated nature]] of accuracy between range points.}}&amp;lt;/sup&amp;gt;&lt;br /&gt;
:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]].&lt;br /&gt;
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.&lt;br /&gt;
&lt;br /&gt;
=== Quality modifiers ===&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 0.80&lt;br /&gt;
| 0.90&lt;br /&gt;
| 0.90&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.90&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 1.10&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 1.20&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 1.35&lt;br /&gt;
| 1.25&lt;br /&gt;
| 1.25&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 1.50&lt;br /&gt;
| 1.50&lt;br /&gt;
| 1.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee weapons ==&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Base melee stats ===&lt;br /&gt;
The following stats are for a baseline human wielding weapons that are of normal quality and made out of [[steel]] (the baseline material). Other materials may do more or less average damage per second (DPS), as will better/worse [[quality|qualities]].&lt;br /&gt;
&lt;br /&gt;
{{Melee Weapons Table}}&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality modifiers ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_06 text-center}}{{#vardefine:formatterNumeratorVariable1|Melee Blunt Damage Factor}}{{#vardefine:formatterDenominatorVariable1|Melee Cooldown Factor}}{{#vardefine:formatterNumeratorVariable2|Melee Sharp Damage Factor}}{{#vardefine:formatterDenominatorVariable2|Melee Cooldown Factor}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! Damage factor (Sharp) !! Max HP factor !! DPS factor (Blunt) !! DPS factor (Sharp)&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Melee Blunt Damage Factor::+]]&lt;br /&gt;
  | format = template&lt;br /&gt;
  | template = Ask Table Formatter&lt;br /&gt;
  | ?Melee Cooldown Factor&lt;br /&gt;
  | ?Melee Blunt Damage Factor&lt;br /&gt;
  | ?Melee Sharp Damage Factor&lt;br /&gt;
  | ?Max Hit Points Factor&lt;br /&gt;
  | sort = From DLC, Name&lt;br /&gt;
  | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 0.80&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.90&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 1.10&lt;br /&gt;
|-&lt;br /&gt;
! Excellent&lt;br /&gt;
| 1.20&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork&lt;br /&gt;
| 1.45&lt;br /&gt;
|-&lt;br /&gt;
! Legendary&lt;br /&gt;
| 1.65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee formulas ===&lt;br /&gt;
{{Rewrite|reason=Expand into explanation of Melee verb system and true DPS vs displayed DPS. Consider consulting with [[User:Jiquera]] on the wiki and [https://www.reddit.com/r/RimWorld/comments/lcjgil/the_melee_verb_system_why_it_didnt_fix_what_it/ Khitrir] on the unofficial RW discord}}&lt;br /&gt;
==== General formulas ====&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on weapons ====&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as '''it is no longer used''' when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on pawns ====&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Below is an example with a pawn carrying a Normal [[Persona zeushammer|Persona Zeus Hammer]] (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
{{See also|Persona weapons}}&lt;br /&gt;
Any weapons carried by non-colonists can arrive on the map &amp;quot;biocoded&amp;quot;, meaning that weapon is ''only'' usable by the specific pawn that the weapon is biocoded to. Biocoding on weapons cannot be changed or erased, but pawns recruited as colonists will still be able to use weapons biocoded to them.  These weapons are occasionally found on raiders, guests and other pawns, and cannot be sold. They can be [[Electric smelter|smelted]] and have a specific option in both the bill menu and in [[stockpile]]s to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Unobtainable weapons ==&lt;br /&gt;
{{Main|Unobtainable items}}&lt;br /&gt;
Certain weapons are equipped exclusively by [[mechanoid]]s or [[turret]]s. These cannot be obtained independently from their regular users without the use of [[dev mode]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
UnfinishedWeapon.png|Unfinished melee weapon&lt;br /&gt;
UnfinishedGun.png|Unfinished gun&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.'''&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy. &lt;br /&gt;
* Beta 19/1.0 - Debuffed ranged weapon melee attacks to be in line with fists in terms of DPS. Serious melee weapons ([[knife]] on upward) across the board 5%-10% DPS buff. Pawns hit by ranged attacks now stagger the same way as pawns hit by melee attacks. This effect only happens if the weapon's stopping power stat is equal or greater than the target's body size. Missed shots now have a 50% extra chance of hitting nothing; this will make missed shots less likely to hit random things (but doesn’t change the chance of missing).&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment|#Weapons]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173433</id>
		<title>Template:Trap Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173433"/>
		<updated>2025-12-23T16:11:23Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Fix and expand smart raider info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.&lt;br /&gt;
* The base trigger chance is 100% for enemies, including mechanoids and animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not &amp;quot;manhunters&amp;quot; and are not considered enemies.&lt;br /&gt;
* Non-manhunting wild animals have a {{#if:{{#pos:{{PAGENAME}}|Trap}}|20% chance to trigger spike traps and 5% chance to trigger IED traps|{{#if: {{#pos:{{PAGENAME}}|IED}}|5%|20%}} chance to trigger the trap}}.&lt;br /&gt;
* Wild men have a 30% chance to trigger the trap.&lt;br /&gt;
* Colonists, tame animals, slaves and friendly mechs have 0.5% (one in 200) chance to trigger the trap.&lt;br /&gt;
* Friendly visitors and their animals, hostile raiders and their animals aware of your traps, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.&lt;br /&gt;
&lt;br /&gt;
However, colonists, friendly visitors, non-manhunting animals and wild men are aware of the location of traps. On top of that, participants of sapper raids, smart raid, and smart breaching raids will know location of 30% of your traps. Anyone aware of where the traps are located will avoid pathing over them if reasonably practical. The trap's path cost is equivalent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.&lt;br /&gt;
&lt;br /&gt;
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.5% trap trigger rate, even during a prison break, and will avoid traps whenever possible.&lt;br /&gt;
&lt;br /&gt;
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies, 0.05% chance for nimble colonists, and 3% chance for nimble wild men.{{#if: {{#pos:{{PAGENAME}}|IED}}|&amp;lt;br&amp;gt;IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173432</id>
		<title>Template:Trap Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173432"/>
		<updated>2025-12-23T16:03:11Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Fix previous revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.&lt;br /&gt;
* The base trigger chance is 100% for enemies, including mechanoids and animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not &amp;quot;manhunters&amp;quot; and are not considered enemies.&lt;br /&gt;
* Non-manhunting wild animals have a {{#if:{{#pos:{{PAGENAME}}|Trap}}|20% chance to trigger spike traps and 5% chance to trigger IED traps|{{#if: {{#pos:{{PAGENAME}}|IED}}|5%|20%}} chance to trigger the trap}}.&lt;br /&gt;
* Wild men have a 30% chance to trigger the trap.&lt;br /&gt;
* Colonists, tame animals, slaves and friendly mechs have 0.5% (one in 200) chance to trigger the trap.&lt;br /&gt;
* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.&lt;br /&gt;
&lt;br /&gt;
However, colonists, friendly visitors, non-manhunting animals and wild men are aware of the location of traps. On top of that, sapper raids, smart raid, and smart breaching raids have 30% chance for all their participants to know the location of your traps. Anyone aware of where the traps are located will avoid pathing over them if reasonably practical. The trap's path cost is equivalent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.&lt;br /&gt;
&lt;br /&gt;
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.5% trap trigger rate, even during a prison break, and will avoid traps whenever possible.&lt;br /&gt;
&lt;br /&gt;
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies, 0.05% chance for nimble colonists, and 3% chance for nimble wild men.{{#if: {{#pos:{{PAGENAME}}|IED}}|&amp;lt;br&amp;gt;IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173431</id>
		<title>Template:Trap Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173431"/>
		<updated>2025-12-23T16:02:01Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include info for both spike and IED traps for the &amp;quot;Trap&amp;quot; page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.&lt;br /&gt;
* The base trigger chance is 100% for enemies, including mechanoids and animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not &amp;quot;manhunters&amp;quot; and are not considered enemies.&lt;br /&gt;
* Non-manhunting wild animals have a {{#if:{{#pos:{{Trap}}|IED}}|20% chance to trigger spike traps and 5% chance to trigger IED traps|{{#if: {{#pos:{{PAGENAME}}|IED}}|5%|20%}} chance to trigger the trap}}.&lt;br /&gt;
* Wild men have a 30% chance to trigger the trap.&lt;br /&gt;
* Colonists, tame animals, slaves and friendly mechs have 0.5% (one in 200) chance to trigger the trap.&lt;br /&gt;
* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.&lt;br /&gt;
&lt;br /&gt;
However, colonists, friendly visitors, non-manhunting animals and wild men are aware of the location of traps. On top of that, sapper raids, smart raid, and smart breaching raids have 30% chance for all their participants to know the location of your traps. Anyone aware of where the traps are located will avoid pathing over them if reasonably practical. The trap's path cost is equivalent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.&lt;br /&gt;
&lt;br /&gt;
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.5% trap trigger rate, even during a prison break, and will avoid traps whenever possible.&lt;br /&gt;
&lt;br /&gt;
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies, 0.05% chance for nimble colonists, and 3% chance for nimble wild men.{{#if: {{#pos:{{PAGENAME}}|IED}}|&amp;lt;br&amp;gt;IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173374</id>
		<title>Template:Trap Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Trap_Note&amp;diff=173374"/>
		<updated>2025-12-22T22:19:38Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Updated trap trigger chance, added info of smart raids having a chance of knowing your trap locations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.&lt;br /&gt;
* The base trigger chance is 100% for enemies, including mechanoids and animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not &amp;quot;manhunters&amp;quot; and are not considered enemies.&lt;br /&gt;
* Non-manhunting wild animals have a {{#if: {{#pos:{{PAGENAME}}|IED}}|5%|20%}} chance to trigger the trap.&lt;br /&gt;
* Wild men have a 30% chance to trigger the trap.&lt;br /&gt;
* Colonists, tame animals, slaves and friendly mechs have 0.5% (one in 200) chance to trigger the trap.&lt;br /&gt;
* Friendly visitors and their animals, as well as [[revenant]]s{{AnomalyIcon}} and [[sightstealer]]s{{AnomalyIcon}} will never trigger a trap.&lt;br /&gt;
&lt;br /&gt;
However, colonists, friendly visitors, non-manhunting animals and wild men are aware of the location of traps. On top of that, sapper raids, smart raid, and smart breaching raids have 30% chance for all their participants to know the location of your traps. Anyone aware of where the traps are located will avoid pathing over them if reasonably practical. The trap's path cost is equivalent to 40 if the pawn has knowledge of the trap. One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.&lt;br /&gt;
&lt;br /&gt;
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.5% trap trigger rate, even during a prison break, and will avoid traps whenever possible.&lt;br /&gt;
&lt;br /&gt;
In all instances, a pawn's [[trap spring chance]] stat multiplies the above trigger chances for that pawn. Currently, the only thing that does this is the [[Nimble]] trait which multiplies the chance by 10%, that is, a 10% chance for nimble enemies, 0.05% chance for nimble colonists, and 0.3% chance for nimble wild men.{{#if: {{#pos:{{PAGENAME}}|IED}}|&amp;lt;br&amp;gt;IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=173358</id>
		<title>Malnutrition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=173358"/>
		<updated>2025-12-22T20:22:42Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add 1.5 change to hourly malnutrition rate change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Move|destination=Ailments|reason=Standardisation. Alternatively should all ailments have a summary on [[Ailments]] and a page of details? Discussion needed}}&lt;br /&gt;
'''Malnutrition''', referred to as ''starvation'' in the moodlets, is a health condition that occurs once any pawn's [[saturation]] reaches 0%. After this point, malnutrition increases by anywhere between {{%|0.0151|2}} to {{%|0.02265|2}} per hour, with initial symptoms including a faster hunger rate, slight loss of consciousness, and an increased chance of social fighting. Advanced symptoms include loss of consciousness, and eventually, death. Malnutrition will begin decrease by anywhere between {{%|0.0151|2}} to {{%|0.02265|2}} per hour after the pawn is fed, during which time they continue to suffer from the different stages of the condition. The malnutrition increase/decrease rate is random, but will always be the same for a specific pawn.&lt;br /&gt;
&lt;br /&gt;
Unless forbidden to do so, a malnourished pawn will eat literally whatever they can get their hands on (whether it be a [[lavish meal]], some raw [[food]], or even a human corpse) in order to prevent themselves from further starving to [[Death|death]].  Once the pawn has eaten something, the malnutrition will gradually decrease, and until it is gone the pawn will have increased [[Saturation|hunger]].&lt;br /&gt;
&lt;br /&gt;
A pawn suffering from malnutrition will not have their wounds heal.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Hunger Rate Factor]]&lt;br /&gt;
! [[Social fight]] chance&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
|-&lt;br /&gt;
! Trivial  &lt;br /&gt;
| {{0|0.}}0 - 0.19&lt;br /&gt;
| {{0}}{{--|5%}}&lt;br /&gt;
| {{++|50%}}&lt;br /&gt;
| {{Bad|x1.5}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! Minor    &lt;br /&gt;
| 0.2 - 0.39&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{++|60%}}&lt;br /&gt;
| {{Bad|x2}}{{0|.0}}&lt;br /&gt;
| {{--|26}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate &lt;br /&gt;
| 0.4 - 0.59&lt;br /&gt;
| {{--|20%}}&lt;br /&gt;
| {{Bad|x2.5}}&lt;br /&gt;
| {{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! Severe   &lt;br /&gt;
| 0.6 - 0.79&lt;br /&gt;
| {{--|30%}}&lt;br /&gt;
| {{Bad|x3}}{{0|.0}}&lt;br /&gt;
| {{--|38}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 0.8 - 0.99&lt;br /&gt;
| {{Bad|max. 10%}}&lt;br /&gt;
| –&lt;br /&gt;
| {{--|44}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 1&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''[[Death]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Because malnutrition decreases Consciousness, it can be very dangerous to wounded prisoners, recent surgery patients, or others who may already have a Consciousness at 10% or lower and are unable to feed themselves. Dropping 5 or 10% more can kill just that quick.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
Malnutrition will affect [[Consciousness]] which affects most actions a pawn can take, including [[trade]], [[movement speed]], and [[shooting accuracy]]. Thus prevention is important.&lt;br /&gt;
&lt;br /&gt;
Straightforward: Make sure there's a decent surplus of food in your freezer. Don't take on more colonists, guests, prisoners, and slaves than your food supplies can handle. Remember that intensive [[Animals#Taming|taming]] will demand a lot of food. Ensure that meals are easily accessible - raw food is significantly less efficient in terms of nutrition than even [[simple meal]]s. &lt;br /&gt;
&lt;br /&gt;
Don't be afraid to resort to using a [[nutrient paste dispenser]] in certain circumstances (e.g. [[toxic fallout]], wildfire that wipes out a significant chunk of wildlife, migration); [[nutrient paste meal]]s are the most efficient way to get nutrition from food out of any meal, yielding 0.9 [[nutrition]], the same as a simple or fine meal, from only 6 of any ingredient and you can't get [[food poisoning]] from it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16 - Malnutrition also increases the hunger rate and likelihood that affected pawns will start a social fight if slighted or insulted.&lt;br /&gt;
[[Category:Health]]&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation alone (below 25% severity) no longer always causes miscarriages, but still can, if combined with other factors&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Hourly malnutrition increase/decrease rate changed from {{%|0.01511111066666666666666666666667|5}} to {{%|0.022666666|5}} to a rate of {{%|0.0151|5}} to {{%|0.02265|5}}&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=173228</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=173228"/>
		<updated>2025-12-17T01:20:54Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Minor fix to extra nutrition per day&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy'''  || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''     || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely:&lt;br /&gt;
&lt;br /&gt;
 '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[low libido]] and [[high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6-day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than the statistical penalties, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}  &lt;br /&gt;
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}}  &lt;br /&gt;
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}}  &lt;br /&gt;
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then be fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, intense: pain +50%, moving x20%&lt;br /&gt;
* dilation, debilitating: pain +85%, moving x0%&lt;br /&gt;
* pushing: pain +85%, moving x0%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by (descending order of influence):&lt;br /&gt;
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from {{+|0-25%}}. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving {{+|0-10%}} in quality bonuses.&lt;br /&gt;
* Other factors, gives up to 5% each:&lt;br /&gt;
** Loved one present: The presence of someone that the mother considers a friend or more gives {{+|5%}} quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.&lt;br /&gt;
** [[Rooms|Indoors]]: If inside, the quality gains {{+|5%}}.&lt;br /&gt;
** [[Bed]] health effects: Contributes up to 5% depending on the type of bed: [[sleeping spot]]s and [[bedroll]]s give no bonus. Regular and [[Royal bed|royal]] beds give a {{+|2%}} bonus while [[hospital bed]]s give a {{+|5%}} bonus.&lt;br /&gt;
&lt;br /&gt;
Birth quality is determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Additional quality from Mother's age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | xAxisTitle = Mother Age&lt;br /&gt;
 | yAxisTitle = Additional Quality (+%)&lt;br /&gt;
 | x  = 14, 15, 20, 30, 40, 65&lt;br /&gt;
 | y1 = 0, 30, 50, 50, 30, 0 &lt;br /&gt;
 }}&lt;br /&gt;
| &lt;br /&gt;
* 14 yrs:  {{+|0%}} &lt;br /&gt;
* 15 yrs: {{+|30%}} &lt;br /&gt;
* 20 yrs: {{+|50%}} &lt;br /&gt;
* 30 yrs: {{+|50%}} &lt;br /&gt;
* 40 yrs: {{+|30%}} &lt;br /&gt;
* 65 yrs:  {{+|0%}} &lt;br /&gt;
Note: Bonus is linearly&amp;lt;br&amp;gt;interpolated between these points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth, also known as being stillborn. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = stackedarea&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | legend = Outcomes&lt;br /&gt;
 | x  =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100&lt;br /&gt;
 | y1 = 100, 34  , 20  , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,   2.5 &lt;br /&gt;
 | y2 =   0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,   7.5&lt;br /&gt;
 | y3 =   0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90  ,  90&lt;br /&gt;
 | y1Title = Stillborn&lt;br /&gt;
 | y2Title = Sick&lt;br /&gt;
 | y3Title = Healthy&lt;br /&gt;
 | interpolate = monotone&lt;br /&gt;
 | colors = #0066bb, #00aacc, #00ddff&lt;br /&gt;
 }}&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | x =  0, 20, 90, 100&lt;br /&gt;
 | y = 20,  5,  0,   0&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.{{Check Tag|Thought Template|Please convert to Template: Thought with all details}}&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. You can also name stillborn babies via the stillborn notification.{{Check Tag|Notification title?|Like &amp;quot;Healthy child birth&amp;quot; but for stillborn.}}&lt;br /&gt;
&lt;br /&gt;
These are only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the baby is stillborn, then the mother and father will experience a negative moodlet. If a surrogate mother is used, the biological mother will receive the moodlet. &lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
{{Stub|section=1|reason=Verify nutrition changes}}&lt;br /&gt;
{{Quote|''The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant.''|Description}}&lt;br /&gt;
&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby or if the pawn is malnourished with a {{MTB}} of 4 hours so roughly stopping at 40% malnutrition. If a lactating pawn is sent on a pawn lending [[quest]], the 10-day timer will tick down unless they are sent along with a baby or babies that they can feed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Milk fullness can go from 0 to 0.125. A pawn can feed a baby when they have at least 0.031 milk, which results in minimum of 24.8% fullness. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Food consumption increase happens in 2 places. The first one happens during normal food ticking, during which it increases it by 0.5, and it scales with metabolic efficiency, and is included in a pawn's info tab. The second one happens while trying to increase a pawn's milk fullness, and that one scales with pawn's hunger level - this happens regardless of milk's fullness level, and isn't included in the pawn's info tab. Possibly a bug and may be removed in the future. --&amp;gt;&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above {{%|0.248}}, a pawn can breastfeed any baby, reducing milk accordingly. Mother's Food Consumption is increased by +1 [[nutrition]] per day, for a total of 2.6 nutrition per day, regardless of milk fullness. For reference, 1 [[simple meal]] is 0.9 nutrition. Half of the increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry. The other half of the increased hunger scales with [[metabolic efficiency]], which can result with even more nutrition per day being consumed by such a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (0 metabolic efficiency)''' || 0.5 || 0.63 || 0.75 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (-5 metabolic efficiency)''' || 1.13 || 1.25 || 1.38 || 1.63&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (+5 metabolic efficiency)''' || 0.25 || 0.38 || 0.5 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies [[Fertility]] by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[xenogene]]s, but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it has a higher chance passed down, as long as the previous inherited germline gene didn't reach the metabolic limit. If a pawn is created with a maximum metabolic rating of 3 and the first gene it inherits is a 3 metabolism gene then it won't be able to inherit any more genes with a metabolism cost unless it first inherits one with a negative metabolism cost. This means that the likelihood to inherit genes is not only based on the cost of the gene but the order in which the genes are present on the pawn.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns that haven't been part of the colony have their children apply a xenotype from their pawnkind post-birth {{Check Tag|Faction?}} in addition to the genes of the original this does not factor in the xenotype being inheritable. for example Wild Men can have a xenotype applied from any kind, including [[Hussar]]s and [[Genie]]s, but often baseliner will be applied resulting in no additional genes, Sanguophages however do not apply their xenotype to the child and follow similar behavior to wild men. {{Check Tag|Verify|Could just be absurdly rare but i've only gotten wasters and neanderthals}}&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80% || 50%&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40% || 25%&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10% || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10% || 3.125%&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0% || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
{{See also|Fertility}}&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[ovum]] into an [[embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x  = 0, 14,               18,  20,  28,  35,  40,  45,  50, 90, 120&lt;br /&gt;
 | y1 = 0,  0, {{#expr: 200/3}}, 100, 100,  50,  10,   2,   0,  0,   0&lt;br /&gt;
 | y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0&lt;br /&gt;
 | xAxisTitle = Pawn age (years)&lt;br /&gt;
 | yAxisTitle = Fertility (%)&lt;br /&gt;
 | legend =&lt;br /&gt;
 | y1Title = Female&lt;br /&gt;
 | y2Title = Male&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Fertile]] gene doubles fertility and the [[Sterile]] gene completely nullifies it. The [[Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries are considered sterilization and are not applicable to pawns who are already sterilized, including sterilization on operation failure (see below). Though, they can be performed on pawns who are infertile by other means (age, Sterile gene).&lt;br /&gt;
&lt;br /&gt;
Neither of the IUD, Vasectomy and Tubal Ligation will be &amp;quot;healed&amp;quot; by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which is available at age 16+, has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation for 1 Medicine of Industrial quality (Glitterworld medicine cannot be used, this must be a bug). Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.{{Check Tag|Bug?|In SurgeryOutcomeBase def, an attempt is made to make the chance of sterilization small, but ImplantIUD def has addsHediffOnFailure property which always applies Sterilized on failure}}&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which is available at age 13+ and also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later undo it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation for 1 Medicine of Industrial quality (Glitterworld medicine cannot be used, this must be a bug). Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.{{Check Tag|Bug?|In SurgeryOutcomeBase def, an attempt is made to make the chance of sterilization small, but Vasectomy def has addsHediffOnFailure property which always applies Sterilized on failure}}&lt;br /&gt;
&lt;br /&gt;
=== Tubal ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation available at age 13+ and requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversible.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring 2 Medicine of herbal quality or better and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails, but a {{Good|x2}} success chance factor. Note that the maximum success chance still applies, resulting in a 0.04% chance of death with max surgery success.&lt;br /&gt;
&lt;br /&gt;
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
This is the only fertility procedure that does not require the Fertility Procedures research.&lt;br /&gt;
&lt;br /&gt;
== Pregnancy analysis ==&lt;br /&gt;
[[Growth vat]]s are the &amp;quot;best&amp;quot; way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.&lt;br /&gt;
&lt;br /&gt;
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Stub|section=1|reason=What happens when raiders, slaves, and friendlies give birth on your tile?}}&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
If a prisoner gives birth, the baby will initially be an enemy but can be adopted with a click on the 'adopt' gizmo.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon}} will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[psychic drone]]s, [[Psychic soothe|soothes]], and [[psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying ''fits'' which give a mood boost or penalty to other pawns who hear them. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
Each fit lasts {{ticks|1200}}, and every {{ticks|151}} the baby emits a sound that can be heard by nearby pawns. Only the initial sound of the series can actually be heard in the game by the player. Each specific fit only affects pawns once; it happens when they first hear it. Pawns with 0% [[Hearing]] don't hear the sounds and aren't affected by them. The maximum distance of hearing the baby is {{Good|9.9}} tiles, with the pawn's Hearing as a multiplier capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Sounds can only travel to other [[rooms]] through open doors (fence gates and animal flaps count as doors) and multiple doors can be traversed sequentially. For this matter, an opening door is considered open, and a closing door is considered closed.{{Check Tag|Bug?|The difference is unnatural.}} Counter-intuitively, hearing distance is not measured along the sound path through the doors, but in a straight line.&lt;br /&gt;
&lt;br /&gt;
In caravans moving across the world map, all caravan members hear the baby's fits, even those who are deaf.{{Check Tag|Bug?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x =  0, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{+|16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{+|4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of {{+|16}} opinion of the baby. Adults who breastfeed a baby gain about {{+|7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.{{Check Tag|Detail Needed|Stacking behavior - even if they don't stack, explicitly note this in the article}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Overactive temperature warning for baby moving.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Lactating no longer prevents pregnancy or ovum extraction, but now inflicts a {{Bad|x5%}} multiplier to Fertility. Update the lactating hediff's description to mention that it reduces fertility. Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. Fathers now get a negative thought if their child is stillborn. If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error placing hostile baby in bed. Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held. Fix: Error when a pawn is playing with a baby in some circumstances. Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed. Fix: BabyTalk not generated correctly for text with non-ASCII characters. Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error when baby being breastfed dies.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=173227</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=173227"/>
		<updated>2025-12-17T01:17:42Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update info on lactation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'. The ''Sleeping Alone'' debuff only checks if 2 pawns are ''assigned'' the same bed; they don't need to sleep at the same time or ever engage in lovin' to avoid it.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy'''  || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''     || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely:&lt;br /&gt;
&lt;br /&gt;
 '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[low libido]] and [[high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6-day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than the statistical penalties, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
If the mother is in poor health, such as [[Malnutrition]], she might suffer a miscarriage.{{Check Tag|Details|Sick? Injured? Blood loss? Low capacities?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings, which includes the third trimester.{{Check Tag|Detail needed}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* {{Thought|desc=This pregnancy is so hard. My body always feels awful. So exhausting!|label=pregnancy mood collapse|value=-14|stack=1}}  &lt;br /&gt;
* {{Thought|desc=It feels like everything is going wrong for me today. Pregnancy is tough.|label=pregnancy mood down|value=-8|stack=1}}  &lt;br /&gt;
* {{Thought|desc=Everything feels a little bit more pleasant today. Pregnancy is nice.|label=pregnancy mood up|value=4|stack=1}}  &lt;br /&gt;
* {{Thought|desc=I feel amazing! Being pregnant is a gift!|label=pregnancy mood high|value=8|stack=1}} &lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 in-game hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then be fertilized by a fertile male colonist or slave (but not a prisoner or guest) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertility Procedures|Fertility Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Otherwise, growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. On practice, per 100 birth there will be 2 dead and 10 sick. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, intense: pain +50%, moving x20%&lt;br /&gt;
* dilation, debilitating: pain +85%, moving x0%&lt;br /&gt;
* pushing: pain +85%, moving x0%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by (descending order of influence):&lt;br /&gt;
* Age of the mother: The mother has a natural {{+|50%}} quality bonus between ages 20-30. Outside this range, the bonus drops. See the graph below.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from {{+|0-25%}}. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving {{+|0-10%}} in quality bonuses.&lt;br /&gt;
* Other factors, gives up to 5% each:&lt;br /&gt;
** Loved one present: The presence of someone that the mother considers a friend or more gives {{+|5%}} quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too, and forcing father to participate in addition to doctor will give nothing.&lt;br /&gt;
** [[Rooms|Indoors]]: If inside, the quality gains {{+|5%}}.&lt;br /&gt;
** [[Bed]] health effects: Contributes up to 5% depending on the type of bed: [[sleeping spot]]s and [[bedroll]]s give no bonus. Regular and [[Royal bed|royal]] beds give a {{+|2%}} bonus while [[hospital bed]]s give a {{+|5%}} bonus.&lt;br /&gt;
&lt;br /&gt;
Birth quality is determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Additional quality from Mother's age&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | xAxisTitle = Mother Age&lt;br /&gt;
 | yAxisTitle = Additional Quality (+%)&lt;br /&gt;
 | x  = 14, 15, 20, 30, 40, 65&lt;br /&gt;
 | y1 = 0, 30, 50, 50, 30, 0 &lt;br /&gt;
 }}&lt;br /&gt;
| &lt;br /&gt;
* 14 yrs:  {{+|0%}} &lt;br /&gt;
* 15 yrs: {{+|30%}} &lt;br /&gt;
* 20 yrs: {{+|50%}} &lt;br /&gt;
* 30 yrs: {{+|50%}} &lt;br /&gt;
* 40 yrs: {{+|30%}} &lt;br /&gt;
* 65 yrs:  {{+|0%}} &lt;br /&gt;
Note: Bonus is linearly&amp;lt;br&amp;gt;interpolated between these points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Stillborn thoughts. Use [[Template:Thought]] with full details. Specify whether normal death thoughts apply or if its custom, if a surrogate pregnancy is stillborn the genemother has a negative moodlet but does the surogate, can a stillbirth be resurrected by a mech serum}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth, also known as being stillborn. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities, such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = stackedarea&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | legend = Outcomes&lt;br /&gt;
 | x  =   0,  5  , 10  , 15  , 20  , 25  , 30  , 35  , 40  , 45  , 50  , 55  , 60  , 65  , 70  , 75  , 80  , 85  , 90  , 100&lt;br /&gt;
 | y1 = 100, 34  , 20  , 14.7, 11.1,  9.3,  7.9,  6.8,  6  ,  5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5,   2.5 &lt;br /&gt;
 | y2 =   0,  5.1,  6.1,  6.6,  6.8,  7  ,  7.1,  7.2,  7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5,   7.5&lt;br /&gt;
 | y3 =   0, 60.9, 73.9, 78.7, 82.1, 83.7, 85  , 86  , 86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90  ,  90&lt;br /&gt;
 | y1Title = Stillborn&lt;br /&gt;
 | y2Title = Sick&lt;br /&gt;
 | y3Title = Healthy&lt;br /&gt;
 | interpolate = monotone&lt;br /&gt;
 | colors = #0066bb, #00aacc, #00ddff&lt;br /&gt;
 }}&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 300&lt;br /&gt;
 | height = 200&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | xAxisTitle = Birth Quality (%)&lt;br /&gt;
 | yAxisTitle = Chance (%)&lt;br /&gt;
 | x =  0, 20, 90, 100&lt;br /&gt;
 | y = 20,  5,  0,   0&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.{{Check Tag|Thought Template|Please convert to Template: Thought with all details}}&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. You can also name stillborn babies via the stillborn notification.{{Check Tag|Notification title?|Like &amp;quot;Healthy child birth&amp;quot; but for stillborn.}}&lt;br /&gt;
&lt;br /&gt;
These are only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the baby is stillborn, then the mother and father will experience a negative moodlet. If a surrogate mother is used, the biological mother will receive the moodlet. &lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
{{Stub|section=1|reason=Verify nutrition changes}}&lt;br /&gt;
{{Quote|''The condition of being able to breastfeed a baby. The breasts are actively producing and storing milk. The lactating state begins when a mother gives birth, and continues indefinitely as long as she breastfeeds a baby at least once every 10 days. People who are lactating will have a harder time becoming pregnant.''|Description}}&lt;br /&gt;
&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby or if the pawn is malnourished with a {{MTB}} of 4 hours so roughly stopping at 40% malnutrition. If a lactating pawn is sent on a pawn lending [[quest]], the 10-day timer will tick down unless they are sent along with a baby or babies that they can feed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Milk fullness can go from 0 to 0.125. A pawn can feed a baby when they have at least 0.031 milk, which results in minimum of 24.8% fullness. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Food consumption increase happens in 2 places. The first one happens during normal food ticking, during which it increases it by 0.5, and it scales with metabolic efficiency, and is included in a pawn's info tab. The second one happens while trying to increase a pawn's milk fullness, and that one scales with pawn's hunger level - this happens regardless of milk's fullness level, and isn't included in the pawn's info tab. Possibly a bug and may be removed in the future. --&amp;gt;&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above {{%|0.248}}, a pawn can breastfeed any baby, reducing milk accordingly. Mother's Food Consumption is increased by +1 [[nutrition]] per day, for a total of 2.6 nutrition per day, regardless of milk fullness. For reference, 1 [[simple meal]] is 0.9 nutrition. Half of the increased hunger scales with milk regeneration rate, which decreases as the pawn gets hungry. The other half of the increased hunger scales with [[metabolic efficiency]], which can result with even more nutrition per day being consumed by such a pawn.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (0 metabolic efficiency)''' || 0.5 || 0.63 || 0.75 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (-5 metabolic efficiency)''' || 1.13 || 1.13 || 1.38 || 1.63&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day (+5 metabolic efficiency)''' || 0.25 || 0.38 || 0.5 || 0.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies [[Fertility]] by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the germline DNA, and are called germline genes. Pawns may modify themselves with [[xenogene]]s, but as it's not part of a pawn's germline DNA, it cannot be passed down. If a germline gene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an germline gene is present in both parents, it has a higher chance passed down, as long as the previous inherited germline gene didn't reach the metabolic limit. If a pawn is created with a maximum metabolic rating of 3 and the first gene it inherits is a 3 metabolism gene then it won't be able to inherit any more genes with a metabolism cost unless it first inherits one with a negative metabolism cost. This means that the likelihood to inherit genes is not only based on the cost of the gene but the order in which the genes are present on the pawn.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color germline gene. Offspring will always pick one hair color and skin color germline gene from their parents. If no hair/skin color germline gene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color germline gene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over germline genes. Thus, even though the Slow runner germline gene overrides their Fast runner germline gene, the Fast runner ''xenogene'' will override the Slow runner germline gene. Note that overridden germline genes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns that haven't been part of the colony have their children apply a xenotype from their pawnkind post-birth {{Check Tag|Faction?}} in addition to the genes of the original this does not factor in the xenotype being inheritable. for example Wild Men can have a xenotype applied from any kind, including [[Hussar]]s and [[Genie]]s, but often baseliner will be applied resulting in no additional genes, Sanguophages however do not apply their xenotype to the child and follow similar behavior to wild men. {{Check Tag|Verify|Could just be absurdly rare but i've only gotten wasters and neanderthals}}&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80% || 50%&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40% || 25%&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10% || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10% || 6.25%&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10% || 3.125%&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0% || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
{{See also|Fertility}}&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[ovum]] into an [[embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x  = 0, 14,               18,  20,  28,  35,  40,  45,  50, 90, 120&lt;br /&gt;
 | y1 = 0,  0, {{#expr: 200/3}}, 100, 100,  50,  10,   2,   0,  0,   0&lt;br /&gt;
 | y2 = 0,  0,              100, 100, 100, 100, 100, 100, 100,  0,   0&lt;br /&gt;
 | xAxisTitle = Pawn age (years)&lt;br /&gt;
 | yAxisTitle = Fertility (%)&lt;br /&gt;
 | legend =&lt;br /&gt;
 | y1Title = Female&lt;br /&gt;
 | y2Title = Male&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Fertile]] gene doubles fertility and the [[Sterile]] gene completely nullifies it. The [[Ageless]] gene prevents aging entirely, which prevents fertility loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertility. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{Bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, reversible or permanent, to prevent and stop pregnancies. These surgeries are considered sterilization and are not applicable to pawns who are already sterilized, including sterilization on operation failure (see below). Though, they can be performed on pawns who are infertile by other means (age, Sterile gene).&lt;br /&gt;
&lt;br /&gt;
Neither of the IUD, Vasectomy and Tubal Ligation will be &amp;quot;healed&amp;quot; by luciferium, bioregeneration cycle and by applying healing or resurrection mech serum.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which is available at age 16+, has a base 100% success chance and no chance of pawn death upon failure. The operation requires 1 Medicine of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation for 1 Medicine of Industrial quality (Glitterworld medicine cannot be used, this must be a bug). Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.{{Check Tag|Bug?|In SurgeryOutcomeBase def, an attempt is made to make the chance of sterilization small, but ImplantIUD def has addsHediffOnFailure property which always applies Sterilized on failure}}&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another method of preventing pregnancies that lasts indefinitely but is reversible. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which is available at age 13+ and also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring 1 Medicine of any type. You can later undo it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation for 1 Medicine of Industrial quality (Glitterworld medicine cannot be used, this must be a bug). Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.{{Check Tag|Bug?|In SurgeryOutcomeBase def, an attempt is made to make the chance of sterilization small, but Vasectomy def has addsHediffOnFailure property which always applies Sterilized on failure}}&lt;br /&gt;
&lt;br /&gt;
=== Tubal ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation available at age 13+ and requiring 1 Medicine of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure. The operation is irreversible.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring 2 Medicine of herbal quality or better and {{ticks|1500}} of work, after which the pawn will no longer be pregnant. There is a 2% of death if this operation fails, but a {{Good|x2}} success chance factor. Note that the maximum success chance still applies, resulting in a 0.04% chance of death with max surgery success.&lt;br /&gt;
&lt;br /&gt;
This operation can upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days. If a pawn was not happy about the pregnancy, they will gain a {{+|5}} moodlet instead. If performed on another faction's pawn, it is considered a violation and will result in loss of [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
This is the only fertility procedure that does not require the Fertility Procedures research.&lt;br /&gt;
&lt;br /&gt;
== Pregnancy analysis ==&lt;br /&gt;
[[Growth vat]]s are the &amp;quot;best&amp;quot; way to create your own children, with it being faster, having no risk to the mother, and able to be done with low Fertility. However, the nutrition cost is non-negligible. The vats themselves cost some steel, components, and research to make.&lt;br /&gt;
&lt;br /&gt;
If both pawns are reasonably young, fertile, and sleeping at the same time, then pregnancy will be quite common; it is easy to get pawns pregnant, if you wanted them to.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Stub|section=1|reason=What happens when raiders, slaves, and friendlies give birth on your tile?}}&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
If a prisoner gives birth, the baby will initially be an enemy but can be adopted with a click on the 'adopt' gizmo.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age 3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] cannot be applied to babies, but [[Xenogerm]]s can be. Babies cannot be ordered to apply xenogerms by selecting them and right-clicking on the xenogerm, as they cannot walk. Players must instead place an order for it on the health tab.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
{{Stub|section=1|reason=How much less nutrition}}&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction and Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play. Babies that are somehow [[psychopath]]s or [[inhumanized]]{{AnomalyIcon}} will be unaffected by this need, this cannot be seen outside of developer mode and adding the trait or hediff.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[psychic drone]]s, [[Psychic soothe|soothes]], and [[psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
==== Giggling and crying ====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying ''fits'' which give a mood boost or penalty to other pawns who hear them. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
Each fit lasts {{ticks|1200}}, and every {{ticks|151}} the baby emits a sound that can be heard by nearby pawns. Only the initial sound of the series can actually be heard in the game by the player. Each specific fit only affects pawns once; it happens when they first hear it. Pawns with 0% [[Hearing]] don't hear the sounds and aren't affected by them. The maximum distance of hearing the baby is {{Good|9.9}} tiles, with the pawn's Hearing as a multiplier capped at 100%.&lt;br /&gt;
&lt;br /&gt;
Sounds can only travel to other [[rooms]] through open doors (fence gates and animal flaps count as doors) and multiple doors can be traversed sequentially. For this matter, an opening door is considered open, and a closing door is considered closed.{{Check Tag|Bug?|The difference is unnatural.}} Counter-intuitively, hearing distance is not measured along the sound path through the doors, but in a straight line.&lt;br /&gt;
&lt;br /&gt;
In caravans moving across the world map, all caravan members hear the baby's fits, even those who are deaf.{{Check Tag|Bug?}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25   , 50, 75, 100&lt;br /&gt;
 | y = 0.125,  0.25,  1,  2,   4 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x =  0, 25, 50, 75   , 100&lt;br /&gt;
 | y = 12,  6,  1,  0.25,   0.125 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Average occurance (times per day)&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width  = 400&lt;br /&gt;
 | height = 100&lt;br /&gt;
 | type   = line&lt;br /&gt;
 | x = 0    , 25    , 50, 75, 100&lt;br /&gt;
 | y = 0.011,  0.042,  1,  8,  32 &lt;br /&gt;
 | xAxisTitle = Baby mood (%)&lt;br /&gt;
 | yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[social]] opinion boosts from [[Social#Family by Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{+|16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. Breastfeeding provides a similar{{Check Tag|Same?|Is the opinion boost the same?}} benefit. An adult who feeds a baby will gain about {{+|4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of {{+|16}} opinion of the baby. Adults who breastfeed a baby gain about {{+|7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.{{Check Tag|Detail Needed|Stacking behavior - even if they don't stack, explicitly note this in the article}}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The [[baby]] stage lasts for 45 days (3/4ths of a year). It requires a notably high amount of colonist labor, as the baby must both be fed and played with by adults. &lt;br /&gt;
&lt;br /&gt;
Feeding babies takes a surprisingly long time, especially if breastfed. The base duration of feeding a baby from empty is {{ticks/gametime/hours|5000}}, and babies need to be fed roughly twice a day.  Between this and caring for her own needs, a mother tasked with caring for her baby can spend over half her waking hours, every day, for those 45 days. &lt;br /&gt;
&lt;br /&gt;
[[Growth vat]]s can be used to skip the baby stage, at the cost of nutrition and a slight mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix regression: Food consumption absurd during lactation.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Babies can carry items in caravans.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Overactive temperature warning for baby moving.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Lactating no longer prevents pregnancy or ovum extraction, but now inflicts a {{Bad|x5%}} multiplier to Fertility. Update the lactating hediff's description to mention that it reduces fertility. Pawns away on a PawnLend quest won't have their lactating condition expire if there are any babies with them that can feed. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced. Update the wording of the stillbirth letter to be a bit clearer about the choice of naming the baby, and allow the player to decide not to name the baby. Fathers now get a negative thought if their child is stillborn. If a baby is stillborn from a surrogate mother, the gene-mother gets a negative thought.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Babies being assigned child body type on load.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Error placing hostile baby in bed. Fix: Error in DoPaneContentsFor when trying to change allowed area on a baby that's being held. Fix: Error when a pawn is playing with a baby in some circumstances. Fix: Babies are not dropped after breastfeeding completion if the breastfeeder is downed. Fix: BabyTalk not generated correctly for text with non-ASCII characters. Fix: Exception feeding a baby which died during feeding.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error when baby being breastfed dies.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=173226</id>
		<title>Malnutrition</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Malnutrition&amp;diff=173226"/>
		<updated>2025-12-16T22:58:57Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update malnutrition increase/decrease rate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Move|destination=Ailments|reason=Standardisation. Alternatively should all ailments have a summary on [[Ailments]] and a page of details? Discussion needed}}&lt;br /&gt;
'''Malnutrition''', referred to as ''starvation'' in the moodlets, is a health condition that occurs once any pawn's [[saturation]] reaches 0%. After this point, malnutrition increases by anywhere between {{%|0.0151|2}} to {{%|0.02265|2}} per hour, with initial symptoms including a faster hunger rate, slight loss of consciousness, and an increased chance of social fighting. Advanced symptoms include loss of consciousness, and eventually, death. Malnutrition will begin decrease by anywhere between {{%|0.0151|2}} to {{%|0.02265|2}} per hour after the pawn is fed, during which time they continue to suffer from the different stages of the condition. The malnutrition increase/decrease rate is random, but will always be the same for a specific pawn.&lt;br /&gt;
&lt;br /&gt;
Unless forbidden to do so, a malnourished pawn will eat literally whatever they can get their hands on (whether it be a [[lavish meal]], some raw [[food]], or even a human corpse) in order to prevent themselves from further starving to [[Death|death]].  Once the pawn has eaten something, the malnutrition will gradually decrease, and until it is gone the pawn will have increased [[Saturation|hunger]].&lt;br /&gt;
&lt;br /&gt;
A pawn suffering from malnutrition will not have their wounds heal.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Label&lt;br /&gt;
! Severity&lt;br /&gt;
! [[Consciousness]]&lt;br /&gt;
! [[Hunger Rate Factor]]&lt;br /&gt;
! [[Social fight]] chance&lt;br /&gt;
! [[Mood]]&lt;br /&gt;
|-&lt;br /&gt;
! Trivial  &lt;br /&gt;
| {{0|0.}}0 - 0.19&lt;br /&gt;
| {{0}}{{--|5%}}&lt;br /&gt;
| {{++|50%}}&lt;br /&gt;
| {{Bad|x1.5}}&lt;br /&gt;
| {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
! Minor    &lt;br /&gt;
| 0.2 - 0.39&lt;br /&gt;
| {{--|10%}}&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{++|60%}}&lt;br /&gt;
| {{Bad|x2}}{{0|.0}}&lt;br /&gt;
| {{--|26}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Moderate &lt;br /&gt;
| 0.4 - 0.59&lt;br /&gt;
| {{--|20%}}&lt;br /&gt;
| {{Bad|x2.5}}&lt;br /&gt;
| {{--|32}}&lt;br /&gt;
|-&lt;br /&gt;
! Severe   &lt;br /&gt;
| 0.6 - 0.79&lt;br /&gt;
| {{--|30%}}&lt;br /&gt;
| {{Bad|x3}}{{0|.0}}&lt;br /&gt;
| {{--|38}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 0.8 - 0.99&lt;br /&gt;
| {{Bad|max. 10%}}&lt;br /&gt;
| –&lt;br /&gt;
| {{--|44}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme  &lt;br /&gt;
| 1&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''[[Death]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Because malnutrition decreases Consciousness, it can be very dangerous to wounded prisoners, recent surgery patients, or others who may already have a Consciousness at 10% or lower and are unable to feed themselves. Dropping 5 or 10% more can kill just that quick.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
Malnutrition will affect [[Consciousness]] which affects most actions a pawn can take, including [[trade]], [[movement speed]], and [[shooting accuracy]]. Thus prevention is important.&lt;br /&gt;
&lt;br /&gt;
Straightforward: Make sure there's a decent surplus of food in your freezer. Don't take on more colonists, guests, prisoners, and slaves than your food supplies can handle. Remember that intensive [[Animals#Taming|taming]] will demand a lot of food. Ensure that meals are easily accessible - raw food is significantly less efficient in terms of nutrition than even [[simple meal]]s. &lt;br /&gt;
&lt;br /&gt;
Don't be afraid to resort to using a [[nutrient paste dispenser]] in certain circumstances (e.g. [[toxic fallout]], wildfire that wipes out a significant chunk of wildlife, migration); [[nutrient paste meal]]s are the most efficient way to get nutrition from food out of any meal, yielding 0.9 [[nutrition]], the same as a simple or fine meal, from only 6 of any ingredient and you can't get [[food poisoning]] from it.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16 - Malnutrition also increases the hunger rate and likelihood that affected pawns will start a social fight if slighted or insulted.&lt;br /&gt;
[[Category:Health]]&lt;br /&gt;
* [[Version/1.0.0|1.0.0]] - Minor starvation alone (below 25% severity) no longer always causes miscarriages, but still can, if combined with other factors&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse&amp;diff=171912</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse&amp;diff=171912"/>
		<updated>2025-11-16T01:58:29Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Additional info on rotting and desiccated corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| image = Dessicated male south.png&lt;br /&gt;
| name = {0} corpse&lt;br /&gt;
| description = Dead body of a {0}.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Corpse&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| beauty = -50&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| preferability = DesperateOnly&lt;br /&gt;
| food type = Corpse&lt;br /&gt;
| days to rot = 2.5&lt;br /&gt;
| meatyield = 0&lt;br /&gt;
| leatheryield = 0&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 5.2&lt;br /&gt;
| food poison chance = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Corpse_&lt;br /&gt;
| label = {0} corpse&lt;br /&gt;
| selectable = true&lt;br /&gt;
| tradeability = None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is the [[dead]] body of a [[pawn]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Corpses are created when something [[death|dies]]. [[Nociosphere]]s,{{AnomalyIcon}} [[Metalhorror]]s,{{AnomalyIcon}} [[Revenant]]s,{{AnomalyIcon}} [[Fleshmass nucleus|Fleshmass nuclei]],{{AnomalyIcon}} and some [[fleshbeasts]] {{AnomalyIcon}} ([[Fingerspike]], [[Trispike]], [[Bulbfreak]] and [[Dreadmeld]]) are the only pawns who do not have corpses. &lt;br /&gt;
&lt;br /&gt;
They reflect what they had in life; missing limbs will affect a corpse's yield.&lt;br /&gt;
&lt;br /&gt;
Certain means of death will not result in the creation of a corpse, may destroy the corpse, or deal so much damage that there is nothing left to see.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corpses provide negative [[beauty]] while on the ground, worse than most items. Traits and other effects that prevent negative mood penalties from seeing bodies do not prevent the beauty impact. &lt;br /&gt;
&lt;br /&gt;
All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Organic corpses ===&lt;br /&gt;
The corpses of organic life (e.g. non-[[mechanoid]]s and non-[[drones]]{{OdysseyIcon}}) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intensity for pawns with the [[Cannibal (Trait)|Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a human corpse will receive negative ''[[Mood#Misc|Observed corpse]]'' thoughts, which are worse if the corpse is rotten. Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait don't mind fresh corpses. Those with [[Bloodlust]] are completely unaffected, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the &amp;quot;Corpses: Don't Care&amp;quot; precept.&lt;br /&gt;
&lt;br /&gt;
Corpses will continue to wear the [[apparel]] and [[utility]] items they were wearing before death, and generated corpses can generate with such items. The apparel will display on the corpse. Most apparel become [[tainted]] when worn while the pawn dies. Utility items do not get tainted. Apparel can be stripped off of corpses, but they cannot be re-equiped with gear.&lt;br /&gt;
&lt;br /&gt;
=== Rotten corpses ===&lt;br /&gt;
Organic corpses will rot after 2.5 [[Time|days]] if left above freezing [[temperature]], {{temperature|0}}. Refrigeration at temperatures between {{Temperature|1|9}} slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see [[Temperature#Temperature thresholds|Temperature]].&lt;br /&gt;
&lt;br /&gt;
Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|Scaria rot chance]] AI Storyteller settings, and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. &lt;br /&gt;
&lt;br /&gt;
Rotten corpses have the same texture as normal corpses, but with a red tint.&lt;br /&gt;
&lt;br /&gt;
Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. The rate at which rot gas is produced is determined by [[Body_Size]] of the dead creature, and is slightly higher for [[human]]s. A corpse stops producing rot gas if frozen. Standing in rot gas for too long can inflict [[lung rot]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will desiccate after 2.5 [[Time|days]], which is affected by freezing [[temperature]] and refrigeration. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer a valid target for a [[resurrector mech serum]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will 2 take points of damage each day, and a desiccated one has 70% chance to take 1 point of damage each day, independently from any other source of [[deterioration]]. The rate at which this happens can be slowed down when the corpse is refrigerated, and it will stop taking damage if it's frozen or stored in a any building that prevents deterioration (like a [[shelf]]).&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; shredding ===&lt;br /&gt;
Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further.  Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
How much yield is determined on a variety of factors including: &lt;br /&gt;
* The base [[Meat Amount]] and [[Leather Amount]] of the pawn, which also varies with maturity. For mechanoids, yield is dependent on their type.&lt;br /&gt;
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder&lt;br /&gt;
* A 66% multiplier for &amp;quot;damaged&amp;quot; organic corpses  i.e. any pawn not cleanly executed either through slaughtering tamed animals or injury-less downing followed by execution. Pawns executed via regular warden execution work, ritual or euthanized through surgery are not affected. The Cut hediff these methods apply ''(A cut made during exectution)'' is excluded from marking the pawn as damaged. Death through [[psychic rituals]]{{AnomalyIcon}} does not apply this penalty either.&lt;br /&gt;
* A percentage multiplier for lost body parts.&lt;br /&gt;
* A 70% multiplier if using a butcher spot or crafting spot instead of a table.&lt;br /&gt;
&lt;br /&gt;
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. &lt;br /&gt;
&lt;br /&gt;
When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet, and all colonists in the map get a -6 [[Mood#We butchered humanlike|We butchered humanlike]] moodlet. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn.&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
The following methods can dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; feeding ===&lt;br /&gt;
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering &amp;amp; Shredding]] above for details.&lt;br /&gt;
&lt;br /&gt;
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.&lt;br /&gt;
&lt;br /&gt;
=== Manual destruction ===&lt;br /&gt;
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Burying ===&lt;br /&gt;
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. &lt;br /&gt;
&lt;br /&gt;
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[psyfocus|psychic meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.&lt;br /&gt;
&lt;br /&gt;
Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.&lt;br /&gt;
&lt;br /&gt;
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Cremation ===&lt;br /&gt;
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work, and the crematorium itself requires 250 W of power to function. &lt;br /&gt;
&lt;br /&gt;
If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Corpses wouldn’t create [[corpse bile]].&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Skeletons don't draw apparel.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deconstruct&amp;diff=171911</id>
		<title>Deconstruct</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deconstruct&amp;diff=171911"/>
		<updated>2025-11-16T01:00:58Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include which stats determine deconstruction duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Recode|reason=Automate lists}}{{Main|Orders}}{{#set:Image|File:Deconstruct.png}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[{{Q|Deconstruct|Image}}|left]] '''Deconstruct''' orders your colonists to take apart the highlighted object. Only objects with the [[building]] tag can be deconstructed; this includes [[structure]]s, [[floor]]s, [[furniture]], [[temperature]] items, decorative items, and minified buildings. You cannot deconstruct most other items such as [[apparel]] or [[weapons]], but you can destroy them at a [[Electric smelter|smelter]].&lt;br /&gt;
&lt;br /&gt;
The [[construction]] skill has a significant effect on the speed of deconstructing an object. How long it takes to deconstruct an object is determined by its [[Work To Build|work to build]], while the speed at which it is deconstructed is determined by [[construction speed]] of the colonist. Deconstruction will provide a small amount of [[experience]] to the Construction skill.&lt;br /&gt;
&lt;br /&gt;
In most cases, deconstructing a building will give a refund of 50% of the build cost of the item; for odd-numbered values, there is a 50/50 chance to round up or down. (e.g., a [[wall]] section, which costs 5 [[wood]] or stone [[block]]s to build, will return either 2 or 3 of that building material.) All resulting material is left on the square where the object had been.&lt;br /&gt;
&lt;br /&gt;
Some buildings refund 100% of their build cost. The buildings are: [[grav field extender]] {{OdysseyIcon}}, [[gravcore power cell]] {{OdysseyIcon}}, [[gravship substructure]] {{OdysseyIcon}}, [[pilot console]] {{OdysseyIcon}}, [[shard beacon]] {{AnomalyIcon}}, [[shard inhibitor]] {{AnomalyIcon}}, [[signal jammer]] {{OdysseyIcon}}, and [[wastepack atomizer]] {{BiotechIcon}}. There are also buildings that cannot be built that refund 100%, which are: [[mech high-shield]] {{RoyaltyIcon}}, [[mech low-shield]] {{RoyaltyIcon}}, [[mech node]] {{RoyaltyIcon}}, and [[mechanoid ship chunk]] {{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Buildings that refund nothing are: [[broken asphalt]], [[low-shield pack|burnout low-shield]] {{RoyaltyIcon}}, [[campfire]], [[darktorch]] {{IdeologyIcon}}, [[flagstone]], [[fungus darktorch]] {{IdeologyIcon}}, [[environment|insect sludge]] {{OdysseyIcon}}, [[packed dirt]], [[passive cooler]], [[power conduit]], [[rubble pile]] {{OdysseyIcon}}, [[torch lamp]], and [[wall torch lamp]].&lt;br /&gt;
&lt;br /&gt;
Additionally, a [[biosculpter pod]] {{IdeologyIcon}} yields 0.25 of the build cost when deconstructed.&lt;br /&gt;
&lt;br /&gt;
Deconstruction can be useful when resources are desperately needed or when structures are no longer required, or when it's simply time to remodel. Existing ruins found on maps can be deconstructed for free building materials.&lt;br /&gt;
&lt;br /&gt;
Constructing an item that can be minified (i.e., uninstalled, moved and then placed again), loading it onto a [[caravan]], and then later deconstructing it again can sometimes be a good way to reduce the &amp;quot;shipping weight&amp;quot; of the final total resources.  Compare the weight of the item to the final weight of the items returned. ([[Urn]]s are a good example of this.)&lt;br /&gt;
&lt;br /&gt;
While it is under the [[Work#Construct|construction work type]], deconstruction is given a lower priority within the [[work]] task, and therefore usually takes place after all Construction has been completed. Give a pawn specific [[orders]] (by right-clicking the target item) for urgent deconstructions.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|order|wide}}&lt;br /&gt;
[[Category:Orders]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Work_To_Build&amp;diff=171910</id>
		<title>Work To Build</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Work_To_Build&amp;diff=171910"/>
		<updated>2025-11-16T00:53:40Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add info on clamping the value for deconstruction time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=1) Version history 2) Two-way links 3) They have different material multipliers that should be explained }}&lt;br /&gt;
{{See also|Work To Make}}&lt;br /&gt;
{{Verified|1.5.4104}}{{Stat&lt;br /&gt;
| def name = WorkToBuild&lt;br /&gt;
| label = work to build&lt;br /&gt;
| description = The base amount of work it takes to build a structure, once all materials are gathered.&amp;lt;br/&amp;gt;The work required to deconstruct the structure is also based on this, although in such a case it's clamped between {{ticks|20}} and {{ticks|3000}}.&lt;br /&gt;
| min value = 0&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| round to five over = 300&lt;br /&gt;
| to string style = WorkAmount&lt;br /&gt;
| show if undefined = false&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = Building&lt;br /&gt;
| display priority in category = 3101&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
Work To Build is used for [[Buildings]], defining the amount of work in [[Ticks]] required to build a structure. It is the functionally equivalent counterpart to the stat used for items: [[Work To Make]]. Note that the wiki merges these two stats into the [[Property:Work To Make|Work To Make]] Property, although they can be easily separated by the [[Property:Type|Type]] and [[Property:Type2|Type2]] Properties.&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
Here is a table of the Work To Build for all buildings (excluding [[Ruins]], since they cannot be built by players):&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Building !! Work To Build (Ticks) !! Category&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:&lt;br /&gt;
[[Type::Building]]&lt;br /&gt;
[[Type2::!Ruins]]&lt;br /&gt;
[[Work To Make::+]]&lt;br /&gt;
| ?Work To Make&lt;br /&gt;
| ?Type2&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| limit = 500&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Incomplete Manual Table For Reference --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Thing !! Work To Build&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Terrain_Floors --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! [[File:StrawMatting.png|24x24px|Straw matting]] [[Straw matting]]&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground concrete.png|24x24px|Concrete]] [[Concrete]]&lt;br /&gt;
| {{Ticks|100}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground paved tile.png|24x24px|Paved tile]] [[Paved tile]]&lt;br /&gt;
| {{Ticks|300}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:WoodFloor.png|24x24px|Wood floor]] [[Wood floor]]&lt;br /&gt;
| {{Ticks|85}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground metal tile.png|24x24px|Steel tile]] [[Steel tile]]&lt;br /&gt;
| {{Ticks|800}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground silver tile.png|24x24px|Silver tile]] [[Silver tile]]&lt;br /&gt;
| {{Ticks|800}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground gold tile.png|24x24px|Gold tile]] [[Gold tile]]&lt;br /&gt;
| {{Ticks|800}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground sterile tile.png|24x24px|Sterile tile]] [[Sterile tile]]&lt;br /&gt;
| {{Ticks|1600}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ground carpet cream.png|24x24px|Carpet]] [[Carpet]]&lt;br /&gt;
| {{Ticks|800}}&lt;br /&gt;
|-&lt;br /&gt;
! [[File:.png|24x24px|]] [[]]&lt;br /&gt;
| {{Ticks|}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Work To Build&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;WorkToBuild&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;work to build&lt;br /&gt;
| The base amount of work it takes to build a structure, once all materials are gathered.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The work required to deconstruct the structure is also based on this.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''50'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''Building'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Building'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 1&lt;br /&gt;
* '''Min Value:''' 0&lt;br /&gt;
* '''To String Style:''' WorkAmount&lt;br /&gt;
* '''Round To Five Over:''' 300&lt;br /&gt;
* '''Show If Undefined:''' {{Bad|false}}&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
| -&lt;br /&gt;
| 3101&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=171191</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=171191"/>
		<updated>2025-10-27T23:51:26Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include exact info on how much  vacuum the archean tree removes, matching oxygen pump and life support unit pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also infobox stats healing rate}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| grow days = 30&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| nutrition = 1.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 36&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
The '''archean tree''' is a [[tree]] added by the [[Odyssey DLC]] that converts nearby [[terrain]] into [[rich soil]], and generates oxygen in a [[vacuum]].  &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Archean trees cannot be grown in [[growing zone]]s like traditional trees, and instead require [[archean seed]]s to be planted. These seeds can be found in containers nearby to live archean trees found on asteroids, as well as in ruins on the planet surface or while fishing.&lt;br /&gt;
&lt;br /&gt;
Note that archean tree can't be replanted.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks/gametime/hours|1250}}, the tree will convert a nearby tile to fertile soil. The tree will convert the area of a 13x13 box with 6 tiles missing from each corner to form a circular area. Each tree can convert up to 145 tiles (144 if you don't chop down the tree itself). It takes a single tree just over 3 days to finish converting its entire area to fertile soil.&lt;br /&gt;
&lt;br /&gt;
Every {{ticks|250}}, an archean tree lowers the vacuum percentage of its current room. It has a base effectiveness of 0.5% per second per 100 tiles, scaling proportionally to the amount of tiles present; for instance, a room with 25 tiles will gain 2% oxygen per second, while a room with 200 tiles will gain only 0.25% per second. Multiple oxygen pumps may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
Since it does not require light to grow or survive it can be planted in [[glowforest]]s or under a [[sun blocker]]{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Tiles converted by the tree are permanently changed and will remain if the tree is chopped or dies in some other manner.&lt;br /&gt;
[[File:ArcheanTreeVsSunlamp.png|thumb|center|500px|Archean Trees cover a larger area than a sunlamp]]&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&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;
* [[Version/1.6.4528|1.6.4528]] - Fix: Archaen{{sic}} tree was able to be planted on floors.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Archean trees no longer terraform ice.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Archean trees now self-heal like other special trees. Fix: Adjust archean tree shadow.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cactus&amp;diff=168200</id>
		<title>Cactus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cactus&amp;diff=168200"/>
		<updated>2025-08-24T23:35:57Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added magma cactus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may be looking for the following:&lt;br /&gt;
* [[Pincushion cactus]] - A short cactus, so named because it resembles a pincushion.&lt;br /&gt;
* [[Saguaro cactus]] - A taller cactus with arms that provides [[cover]] and {{Icon Small|wood|20|15}} [[wood]].&lt;br /&gt;
* [[Pebble cactus]]{{BiotechIcon}} - A cactus that only grows on [[pollution |polluted terrain]].{{BiotechIcon}} It provides cover and {{Icon Small|wood|20|6}} wood.&lt;br /&gt;
* [[Magma cactus]]{{OdysseyIcon}} - A cactus that's resistant to heat and fire. Only grows in [[Biomes#Lava_field|lava fields]]{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{{disambiguation}}&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=168199</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=168199"/>
		<updated>2025-08-24T23:27:30Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added drones and listed all specific entities to creatures that don't produce heat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone, conciseness, verification and mechanics}}&lt;br /&gt;
'''Temperature''' management is an important part of a productive colony. Temperature mainly affects pawn [[thoughts]], food and corpse spoilage, work bench operation speed, and plant growth. Severe heat or cold leads to pawn injury and eventual death from [[heatstroke]] or [[hypothermia]].&lt;br /&gt;
&lt;br /&gt;
=== Measuring temperature ===&lt;br /&gt;
Players can switch the in-game temperature to display in Celsius (°C),  Fahrenheit (°F), or Kelvins (K). This Wiki will list values in both Celsius and Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
Internally, the game uses Celsius degrees (°C) for all temperature functions, such as &amp;quot;too hot&amp;quot; or &amp;quot;too cold&amp;quot; [[thoughts]]. As the game always rounds temperature to an integer (&amp;quot;whole number&amp;quot;), values reported in Fahrenheit are inaccurate by around 0.3°F. For reliable temperature values, and ''especially'' when [[modding]], use Celsius or Kelvin.&lt;br /&gt;
&lt;br /&gt;
The maximum temperature is {{Temperature|1000}} and the minimum is {{temperature|-270}}, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== Outdoors vs indoors ===&lt;br /&gt;
&lt;br /&gt;
An area completely enclosed by [[wall]]s, [[door]]s, and other impassable objects is considered a [[room]], where colonists will automatically build [[roof|roofing]] in unroofed tiles (unless otherwise designated). Tiles not inside of a room are considered &amp;quot;outdoors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Outdoors areas and &amp;gt;75% unroofed rooms will always have the outside temperature, no matter what. Outdoor temperature varies by [[latitude]], time of day, day of the year, and [[biome]]. Unpredictable [[events]] like a [[cold snap]], [[volcanic winter]] or [[heat wave]] can also change outdoor temperature unexpectedly. No amount of cooling or heating from buildings, even in [[development mode]], will affect or change the outdoor temperature. The outdoors is simply treated as a very large room with a uniform temperature. Instead, only buildings with dedicated mechanics such as the [[climate adjuster]]{{RoyaltyIcon}} and [[atmospheric heater]]{{AnomalyIcon}} can affect the temperature.&lt;br /&gt;
&lt;br /&gt;
By turning a place from Indoors to Outdoors, it will instantly become the outdoors temperature. This is caused when any wall or door that borders the outside is destroyed or deconstructed. Buildings like doors and vents, as well as removing roof riles, makes heat transfer faster. Removing roof tiles will cause temperatures to &amp;quot;equalize&amp;quot; with the outside. A room that is less than 75% roofed will remain at outdoors temperature.&lt;br /&gt;
&lt;br /&gt;
=== Thermodynamics ===&lt;br /&gt;
All tiles within a room share the same temperature. &lt;br /&gt;
&lt;br /&gt;
A room's temperature is influenced by the temperature of tiles adjacent to its walls. Likewise, the temperature of two adjacent rooms are influenced by each other. This creates a gradient of temperature between the outside, the rooms of your colony, and a heat source such as a geyser or heater. &lt;br /&gt;
Heat transfer with walls only occurs in cardinal directions. Thus the corners of rooms can be eliminated with minimal effect.&lt;br /&gt;
Open doors and open roofs will quickly &amp;quot;equalize&amp;quot; temperature to whatever's on the other side. Adding another layer of walls increases insulation, but only up to 2 layers of wall. Gaps between each layer will decrease the insulation, but still have an effect.&lt;br /&gt;
&lt;br /&gt;
Larger rooms have more thermal &amp;quot;mass&amp;quot;, and their temperature changes more slowly than smaller rooms, but temperature equalization with the outside is proportional with a room's perimeter. A square (shape with the most volume/perimeter) will lose heat slower than thin, rectangular hallways. Rooms with more wall tiles exposed to the outside will lose temperature faster.&lt;br /&gt;
&lt;br /&gt;
See the [[#Temperature mechanics|temperature mechanics]] section further down for more details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Temperature has the following effects on:&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
All [[biome]]s have a listed growing season. Some are very short (or, in extreme cold, non-existent) and others are &amp;quot;year round&amp;quot;. Crops will die, and colonists will avoid planting outdoors, if it isn't growing season. Many players pick their starting location based on this, with year round being the easiest option.&lt;br /&gt;
&lt;br /&gt;
However, a year round climate is no guarantee of trouble-free farming experience. Just getting close to freezing will slow plant growth, reducing the output of crops. Moreover, climates that do not freeze tend to get ''very'' hot in the summer season, hot enough to kill crops in some instances. [[Cold snap]]s can drop the temperatures below freezing for short periods - but long enough to, again, kill crops.&lt;br /&gt;
&lt;br /&gt;
The short-term solution is to immediately harvest everything to save what you can. The long-term solution is some sort of greenhouse, making use of temperature controlled indoor structures, walled and roofed, with [[heater]]s or [[cooler]]s, [[sun lamp]]s, and possibly [[hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Warm temperatures rot food, corpses, and certain plant matter like [[psychoid leaves]] and [[herbal medicine]]. Even &amp;quot;durable&amp;quot; foods like corn and rice will eventually rot away. Colder temperatures preserve food and corpses by slowing spoilage. Freezing temperatures stop spoilage entirely and preserve these items indefinitely. [[Cooler]]s will preserve food, so colonists starting with Electricity will quickly want to build a dedicated room. When freezing a room, watch out for [[heat wave]]s.&lt;br /&gt;
&lt;br /&gt;
Fertillized [[egg]]s will be &amp;quot;ruined by temperature&amp;quot; when left long enough outside of its comfortable range of {{Temperature|0|50}}. &amp;quot;Ruined&amp;quot; eggs may still be eaten as normal, but won't hatch into an animal. In a similar vein, a [[fermenting barrel]] must be kept in a comfortable range between {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|{{Q|Fermenting barrel|Max Safe Temperature}}}} for [[beer]] to be produced.&lt;br /&gt;
&lt;br /&gt;
[[Deterioration]] is an entirely different mechanic, and items left outside will lose health regardless of temperature. Rotting isn't influenced by and has no effect on an item's hit points.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{{Stub|section=1|reason=Burn/Frostbite chances}}&lt;br /&gt;
{{Main|Heatstroke|Hypothermia}}&lt;br /&gt;
Pawns have a [[Maximum Comfortable Temperature]] and [[Minimum Comfortable Temperature]]. Going over {{Temperature|10||delta}} beyond these limits will start giving them [[heatstroke]] or [[hypothermia]]. The further above or below this {{Temperature|10||delta}} limit the faster the Heatstroke or Hypothermia rises. At {{Temperature|150||delta}} above their comfortable temperature range, creatures will begin to take burn damage. If Hypothermia reaches a severity of 37% and the pawn is in a location at {{Temperature|0}} or below, there is a chance the pawn takes Frostbite damage. The higher the Hypothermia severity the higher the chance of Frostbite damage. [[Insectoid]]s will experience [[hypothermic slowdown]] instead of hypothermia. Pawns will also receive negative [[mood]]lets based on how extreme the temperature is. The Gear tab shows aggregate stats about comfy temperatures.&lt;br /&gt;
&lt;br /&gt;
Hypothermia and Heatstroke are both fatal at 100% severity. Though, both Heatstroke and Hypothermia have significant health consequences and can lead to death before the 100% severity level is reached.&lt;br /&gt;
&lt;br /&gt;
For humans, [[apparel]] will increase both comfortable thresholds, [[Apparel#Insulation|depending on the apparel type and material]] (e.g. [[wool]] [[parka]]s insulate well against cold). Colonists will try and wear items suitable for the temperature, unless they are forced otherwise. Colonists' moods ''ignore'' apparel when considering sleeping moodlets. So piling on the warmest apparel doesn't avoid a &amp;quot;Slept in the cold&amp;quot; bad thought if a bedroom is not adequately heated.&lt;br /&gt;
&lt;br /&gt;
Animals tend to have much higher comfortable thresholds. However, in extreme [[biome]]s, it may be necessary to build a &amp;quot;barn&amp;quot; of some sort with temperature control and designate indoor [[animal sleeping spot]]s to keep your herd warm/cool.&lt;br /&gt;
&lt;br /&gt;
Many work benches, such as a [[electric stove]] or [[stonecutter's table]], have a comfortable range between {{Temperature|10|35}}. Above or below this range, the ''bench'''s work speed is multiplied by {{Bad|70%}}.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
{{Main|Fire}}&lt;br /&gt;
Fire is a destructive force capable of destroying plants, buildings, and pawns alike. Pawns and items can spontaneously ignite when temperature is at or above {{Temperature|235}}. Fires can spread via embers from up to 2 tiles. &lt;br /&gt;
&lt;br /&gt;
Fire itself provides a massive amount of heat.&lt;br /&gt;
&lt;br /&gt;
== Managing temperature ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures. Temperature changing buildings will still work while &amp;quot;outdoors&amp;quot;, but have no noticeable effect.&lt;br /&gt;
&lt;br /&gt;
=== Temperature thresholds ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Temperature !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1000}} || Maximum value&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| ~{{Temperature|235}} || Items spontaneously catch fire&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|60}} || Maximum comfortable temperature of any animal ([[Dromedary]] / [[Insectoids]] / [[Iguana]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|58}} || [[Plants#Temperature|Plant growth]] stopped.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|42}} || Above this value [[Plants#Temperature|Plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|35}} || At this temperature and above work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|30}} || [[Campfire]] max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|26}} || Default [[human]] upper comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping above this temperature creates &amp;quot;Slept in the heat&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|23}} || [[Torch lamp]]/[[Fungus darktorch]]{{IdeologyIcon}}/[[Darktorch]]{{IdeologyIcon}}/[[Brazier]]{{RoyaltyIcon}}/[[Darklight brazier]]{{RoyaltyIcon}}{{IdeologyIcon}} max temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|21}} || [[Heater]] and [[Cooler]] default target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|17}} || [[Passive cooler]] min temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|16}} || Default [[human]] lower comfort limit without clothing modifiers.&amp;lt;br/&amp;gt;Sleeping below this temperature creates &amp;quot;Slept in the cold&amp;quot; thought in baseline humans.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|10}} || Below this value food spoiling slowed.&amp;lt;br/&amp;gt;Food spoiling between 10C and 0C is multiplied by a factor of (Temp)/10, in Celsius.&amp;lt;br/&amp;gt;Below this value work benches show &amp;quot;Bad temperature&amp;quot; and Work Speed is reduced to 70%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|9}} || Food spoiling rate multiplied by a factor of 0.9, or time to spoil multiplied by 1.11.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|8}} || Food spoiling rate multiplied by a factor of 0.8, or time to spoil multiplied by 1.25.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|7}} || Food spoiling rate multiplied by a factor of 0.7, or time to spoil multiplied by 1.43.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|6}} || Food spoiling rate multiplied by a factor of 0.6, or time to spoil multiplied by 1.66.&amp;lt;br/&amp;gt;Below this value [[Plants#Temperature|plant growth]] slowed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|5}} || Food spoiling rate multiplied by a factor of 0.5, or time to spoil multiplied by 2.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|4}} || Food spoiling rate multiplied by a factor of 0.4, or time to spoil multiplied by 2.5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|3}} || Food spoiling rate multiplied by a factor of 0.3, or time to spoil multiplied by 3.33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|2}} || Food spoiling rate multiplied by a factor of 0.2, or time to spoil multiplied by 5.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|1}} || Food spoiling rate multiplied by a factor of 0.1, or time to spoil multiplied by 10.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|0}} || Plant growth and food spoiling stopped.&amp;lt;br/&amp;gt;[[Toxic wastepack]]s{{BiotechIcon}} do not dissolve. (They can still [[deteriorate]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-10}} || Most plants die.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-65}} || Minimum comfortable temperature of any animal ([[Thrumbo]])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-75}} || Outdoor temperature in [[Orbit]] above the planet{{OdysseyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;| {{Temperature|-270}} || Minimum value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cooling buildings ==&lt;br /&gt;
=== Passive cooler ===&lt;br /&gt;
[[{{Q|Passive cooler|Image}}|56px|left|link=Passive cooler]]&lt;br /&gt;
The [[passive cooler]] is a very low-tech option automatically unlocked for all default starts. They operate at the same strength as a Cooler and will cool rooms to a very comfortable {{Temperature|15}}. Passive coolers last for 5 days; it needs to be fueled with [[wood]] when it runs out of fuel. Due to the temperature limit, passive coolers are unable to preserve food.&lt;br /&gt;
&lt;br /&gt;
Passive coolers are a life saver in extremely hot climates as they can be quickly built, are immune to electrical events and are easily massed in a heat wave. Use passive coolers to keep your living spaces survivable and chill rooms surrounding a freezer to further protect the products inside.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Cooler ===&lt;br /&gt;
[[{{Q|Cooler|Image}}|56px|left|link=Cooler]]&lt;br /&gt;
The [[cooler]] is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable {{Temperature|20}} (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space (or a 1x1, unroofed room) to not inconvenience your colony. The heating side is useful when outdoors temperature is uncomfortable, but not freezing. This is between {{Temperature|1|16}}, but in practical terms, you should point the heat side at the colony when the outdoors temperature rarely goes above {{Temperature|20}}. Never block a cooler's intake or exhaust port, or else it won't function. &lt;br /&gt;
&lt;br /&gt;
A cooler is theoretically able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation, as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
Electric coolers are the only way to create freezers. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Reduce the cooler's target temperature to below {{Temperature|0}}. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
If your freezer area is more than about 50 squares, and/or you are living in an area with a hot summer, you will want 2 coolers (and perhaps more, see &amp;quot;adding coolers&amp;quot;, below).  Put one at 0, and the other at -2. With double walls, this will let one cooler &amp;quot;idle&amp;quot; at 20 W of power in cooler weather while the other easily keeps things frozen, but be available to help when needed for warmer weather. [[Battery|Batteries]] are useful for power outages; you may want to keep charged batteries disconnected via [[power switch]] for these situations.&lt;br /&gt;
&lt;br /&gt;
Freezers lose heat through walls and doors. The material of a wall doesn't matter, but for maximum insulation, you should put a double layer of them. Doors will cause heat loss when opened. This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion. The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists. &lt;br /&gt;
&lt;br /&gt;
==== Adding coolers ====&lt;br /&gt;
There may come a moment when you realize ''&amp;quot;I don't have enough coolers for this area...&amp;quot;''. If the weather is cool, that's not a big problem, but it's more likely that the weather will be brutally hot when you realize this. And it's also likely that it's your freezer that's not at &amp;quot;freezing&amp;quot; (since colonists can tough it out). If you open a wall to put in an additional cooler, your freezer immediately rockets to &amp;quot;outside&amp;quot; temperatures - which is probably a dealbreaker, rotting all your frozen items. So here's what you do...&lt;br /&gt;
&lt;br /&gt;
Decide where in the current wall you will put your new cooler, and build a door ''outside'' where you will tear the existing wall down (you don't need &amp;quot;side walls&amp;quot; to support it).  (A wall would &amp;quot;block&amp;quot; the cooler exhaust and prohibit construction, but a door will not!)  Then, [f]orbid the door (so it doesn't get opened), and deconstruct your wall; the new door will maintain the area as &amp;quot;inside&amp;quot;. Then build your cooler (remembering the orientation, warm side &amp;quot;out&amp;quot;). Once the new cooler has been installed, deconstruct the door, and you're done.&lt;br /&gt;
&lt;br /&gt;
== Heating buildings ==&lt;br /&gt;
=== Campfire ===&lt;br /&gt;
[[{{Q|Campfire|Image}}|56px|left|link=Campfire]]&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise, they produce the same amount of heat as an electrical heater. They cannot raise the temperature to over {{Temperature|30}}. They can't be controlled, so may make pawns uncomfortably hot - open doors or roofs to lower heat..&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Heater ===&lt;br /&gt;
[[{{Q|Heater|Image}}|56px|left|link=Heater]]&lt;br /&gt;
The [[heater]] is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a likable {{Temperature|20}} (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticeable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of {{Temperature|-10}} can be heated up to comfortable {{Temperature|26}} or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
== Incidental heat ==&lt;br /&gt;
=== Generators ===&lt;br /&gt;
[[{{Q|Chemfuel powered generator|Image}}|56px|left|link=Chemfuel_powered_generator]]&lt;br /&gt;
{{#show: Generators| ?note }}&lt;br /&gt;
Generators produce a non-negligible amount of heat for the room they occupy, especially when placed in numbers.&lt;br /&gt;
If placed strategically, you can reduce the number of heaters and coolers necessary to manage the temperature in your base.&lt;br /&gt;
&lt;br /&gt;
It's also worth noting that generators will continue to produce heat (and burn fuel) during solar flare events. If your colony is in a very cold climate, this can be used to ensure that critical sections such as hydroponics or barns for sensitive animals don't lose all their heat in a power outage.&lt;br /&gt;
&lt;br /&gt;
=== Steam geysers ===&lt;br /&gt;
[[File:Steam geyser.png|56px|left|link=Environment#Steam geyser]]&lt;br /&gt;
A steam geyser will heat up a roofed room even when covered with a [[geothermal generator]]. They are extremely useful for staying warm in frozen climates, but can overheat an indoors space in warmer biomes.&lt;br /&gt;
&lt;br /&gt;
=== Fire weapons ===&lt;br /&gt;
[[{{Q|Molotov cocktail|Image}}|56px|left|link=Molotov cocktail]]&lt;br /&gt;
{{#show: Molotov | ?note }}&lt;br /&gt;
Weapons that generate fire such as [[molotov cocktail]] and [[incendiary launcher]] can be used to quickly generate heat inside your colony. Under normal conditions this is a '''bad idea''' because fires will quickly bring your base to intolerable temperatures. However in a bitter arctic climate with no wood and inadequate heaters, these weapons are your last defense against freezing to death. Draft your colonist and force them to open fire on an empty space, or burn spare corpses and rags to increase heat output.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
[[{{Q|Human|Image}}|60px|left|link=Pawns]]&lt;br /&gt;
&amp;lt;!-- Only those 4 listed entities are considered non-organic and don't produce heat. --&amp;gt;&lt;br /&gt;
Living, organic creatures (excludes [[mechanoid]]s, [[drone]]s{{OdysseyIcon}}, [[nociosphere]]s, [[fleshmass nucleus|fleshmass nuclei]], [[metal horror]]s, [[revenant]]s{{AnomalyIcon}}) generate a small amount of heat directly proportional to their body size as long as the ambient temperature is not above 40°C. The heat pushed follows the formula:&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;1.25 * Body Size&amp;lt;/code&amp;gt; for humanlike pawns&lt;br /&gt;
* &amp;lt;code&amp;gt;0.3 * Body Size * 4.1666665 * 0.6&amp;lt;/code&amp;gt; ≈ &amp;lt;code&amp;gt;0.75 * Body Size&amp;lt;/code&amp;gt; for all others&lt;br /&gt;
&lt;br /&gt;
Heating is inconsistent, as creatures are prone to wandering, population and sizes fluctuate with births, culling, and growth, and livestock are frequently left in outdoor [[pen]]s where heat will dissipate.&lt;br /&gt;
&lt;br /&gt;
=== Solar pinhole ===&lt;br /&gt;
{{Royalty|section=1|no category}}&lt;br /&gt;
[[File: SolarPinhole.png|64px]]&lt;br /&gt;
[[Solar pinhole]] is a psycast that creates heat and light. It lasts five days. It is useful for emergency situations, such as power shortages during [[Events#Cold_snap|cold snaps]].&lt;br /&gt;
&lt;br /&gt;
== Heat transfer ==&lt;br /&gt;
=== Vent ===&lt;br /&gt;
[[{{Q|Vent|Image}}|56px|left|link=Vent]]&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents can have any building in front of it, but no walls. Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. A vent can be designated to be closed, an action carried out by colonists assigned to [[Work#Basic|Basic]].&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
[[{{Q|Door|Image}}|56px|left|link=Vent]]&lt;br /&gt;
Similar to double thick walls, double doors (not side-by-side, rather, both in the path of travel) improve insulation and reduce temperature equalization.&lt;br /&gt;
A door can be left permanently open (mark the door to 'hold open' and have a pawn pass through) to help control temperature. Open doors allow temperature to more quickly equalize between rooms or the outdoors. Equalization through open doors is less potent than vents.&lt;br /&gt;
&lt;br /&gt;
== Temperature mechanics ==&lt;br /&gt;
Equalization calculations happens once every 120 game ticks.&lt;br /&gt;
&lt;br /&gt;
Temperature seems to be measured to an extreme precision. A outdoor of {{Temperature|-9}} and a room of {{Temperature|2000}} have a difference around -9555.292C&lt;br /&gt;
&lt;br /&gt;
=== Passive equalization ===&lt;br /&gt;
This is equalization via walls and roofs.&lt;br /&gt;
&lt;br /&gt;
'''Walls''' will equalize towards the room on the other side. This can be another fully realized room or simply the outdoors. If the other side is not outdoors, that room will also equalize towards this room. &lt;br /&gt;
&lt;br /&gt;
* The material of the walls does not matter. Wood is as insulating as any stone or metal. And unmined rocks are equally effective.&lt;br /&gt;
* The surface area does seem to matter. Basically, the game is using a 2D variant of the [[Wikipedia:square-cube law|square-cube law]], with walls taking the place of &amp;quot;surface area&amp;quot; and room size taking the place of &amp;quot;volume&amp;quot;. As such square rooms are the most efficient at keeping temperatures.&lt;br /&gt;
* A 2nd layer halves the temperature equalization via walls. Adding more than a 2nd layer of wall does not seem to have any effect.&lt;br /&gt;
* Furniture acts highly variable for this and even just the definition what is a room. Nutrient dispensers are one of the few items working fully like walls for equalization purposes&lt;br /&gt;
&lt;br /&gt;
Example wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -161.470°C&lt;br /&gt;
* 2x2:  -81.235°C&lt;br /&gt;
* 3x3:  -54.157°C&lt;br /&gt;
* 4x4:  -40.618°C&lt;br /&gt;
* 5x5:  -32.494°C&lt;br /&gt;
* 6x6:  -27.078°C&lt;br /&gt;
* 7x7:  -23.210°C&lt;br /&gt;
&lt;br /&gt;
Example double wall equalization values at -9555.208C difference:&lt;br /&gt;
* 1x1: -81.234°C&lt;br /&gt;
* 2x2: -40.617°C&lt;br /&gt;
* 3x3: -27.078°C&lt;br /&gt;
* 4x4: -20.309°C&lt;br /&gt;
* 5x5: -16.247°C&lt;br /&gt;
* 6x6: -13.539°C&lt;br /&gt;
* 7x7: -11.605°C&lt;br /&gt;
&lt;br /&gt;
'''Roof''' is a major part with equalization with the outdoor temperature. It will always equalize with the outdoor temperature, regardless what the room borders. However, the equalization rate is also constant for all room sizes at the same temperature difference. There are 4 basic types of roof:&lt;br /&gt;
* unroofed&lt;br /&gt;
* Constructed (Thin Roof)&lt;br /&gt;
* Thin Rock (Thin Roof)&lt;br /&gt;
* Thick Rock&lt;br /&gt;
&lt;br /&gt;
:* '''Unroofed''' tiles are looked at in relation to the total count of roofed tiles in a room. With at least 1/4 unroofed the room will simply equalize to outdoor temperature on the next tick. &lt;br /&gt;
:* '''Thin Roof''' at a difference of -9555.208C it is -57.331°C.&lt;br /&gt;
:* '''Thick roof''' insulate the same as thin roof. However, they also add a cooling effect if the indoor temperature is above about {{Temperature|15}}; however this effect is extremely small compared to other sources.&lt;br /&gt;
&lt;br /&gt;
=== Active equalization ===&lt;br /&gt;
While Vents, Coolers and open doors still keep rooms separated, they also equalize temperature at a very high rate. This rate is unfortunately not shown on any tooltip.&lt;br /&gt;
&lt;br /&gt;
Torches, Campfires, Heaters and Passive coolers will directly modify the room temperature instead, adding/removing heat every equalization tick as appropriate for their settings/current state.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Beta 19]]/[[Version/1.0.0|1.0.0]] - Equalized [[mood]] penalties for being too hot and too cold.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Changing temperature display mode (C to F) doesn’t update temperature readout immediately.&lt;br /&gt;
&lt;br /&gt;
{{Nav|temperature}}&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pawns&amp;diff=168198</id>
		<title>Pawns</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pawns&amp;diff=168198"/>
		<updated>2025-08-24T22:57:47Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add drones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
! {{Pawns_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
The term &amp;quot;'''Pawn(s)'''&amp;quot; comes from the game code and refers to any any ambulatory entity that uses pathing.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/65mkv2/comment/dgbnu25/?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3&amp;lt;/ref&amp;gt; This includes the following:&lt;br /&gt;
* [[Mechanoid]]s&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
** [[Human]]s&lt;br /&gt;
*** [[Colonist]]s, [[Raiders]], [[Prisoners]], [[Factions#Visitors|Visitors]] etc.&lt;br /&gt;
** [[Insectoids]]&lt;br /&gt;
** [[Dryads]] {{IdeologyIcon}}&lt;br /&gt;
** other animals&lt;br /&gt;
* [[Entities]] {{AnomalyIcon}}&lt;br /&gt;
* [[Drones]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
In colloquial use, this is often used to refer exclusively to a player's colonists. For example, the recommendation that &amp;quot;You only feed cooked meals to your pawns&amp;quot; would likely only be referring to [[colonist]]s, and would not be inclusive of tamed animals that would also fit under the technical definition of &amp;quot;your pawns&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It likely originates as a reference to both the basic pieces that you move and that move against you, and the simplistic art chosen to represent them.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=167457</id>
		<title>Fishing zone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fishing_zone&amp;diff=167457"/>
		<updated>2025-08-14T15:56:26Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update info on fishing, include some charts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General also categories}}&lt;br /&gt;
{{infobox main|area|&lt;br /&gt;
| name = Fishing zone&lt;br /&gt;
| image = ZoneCreate Fishing.png&lt;br /&gt;
| description = Create an area where your hunters will fish. Must be placed over water containing fish. Larger bodies of water are generally better for fishing.&lt;br /&gt;
| type = Zones&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| research = fishing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''fishing zone''' designates where fisher pawns can catch fish. They are the main source for fish such as [[salmon]] and [[marlin]]. Fishing also occasionally allows fisher pawns to reel in treasures such as [[drugs]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Fishing zones can be designated once the Fishing research project is finished. A tribal start will start with it researched. The cost of the research &amp;quot;fishing&amp;quot; is 600 research points.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
To be able to create a fishing zone, the research &amp;quot;fishing&amp;quot; has to be unlocked. You can only create fishing zones in shallow non-toxic water with a population of fish. When colonists or animals fish, the population of fish in that area decreases accordingly to the amount fished. Over time the population replenishes itself. However, low fish populations lead to lower fishing rates.&lt;br /&gt;
&lt;br /&gt;
For unusual catches, there is a 2% that a negative fishing outcome(fish attack or escape) occurs, but if the last negative outcome on this map was less than {{ticks/gametime|300000}} ago, this part would be skipped. On top of that, only some fish (like piranha or guppy) are capable of having negative outcomes, and as such a negative outcome cannot happen if there are no fish that can have a negative outcome. Next, if any pollution in current water body, there is a chance to catch Toxfish{{BiotechIcon}}. Higher pollution levels increase the chance of catching a [[Toxfish]]. Then, if none of the events above occur, there would be 1% chance for a rare catch. Similar to negative outcomes, rare catch has a cooldown of {{ticks/gametime|300000}}. Finally, a fish is selected. There is a 5% chance to catch a fish that is considered uncommon for the current biome, assuming there are any such fish in a given body of water. If an uncommon fish wasn't selected, then the catch will be selected at random from common fish (which includes toxfish if it's present, and completely ignores the amount of pollution). The amount of caught fish will scale with the skill of the colonist and the amount of fish in a body of water.&lt;br /&gt;
&amp;lt;!-- Technically, a body of water can have an unlimited amount of common/uncommon fish types, and the game fully supports it. However, without mods modifying the code, a body of water can't generate more than a single common and uncommon fish. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals cannot receive negative or positive fishing outcomes. On top of that, animals are only able to catch toxfish and any other common fish, but not uncommon fish. They'll also fish up as many fish as they need to fill their hunger, but no more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. Or perhaps it should go somewhere else? --&amp;gt;&lt;br /&gt;
The base amount of fish for a given biome (including [[Landmarks#Additional_features|certain tile features]]), is further modified by amount of water tiles:&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Amount of fish (%) | type = line | x = 74.9, 75, 400, 1600, 3200, 6000, 20000 | y1 = 0, 3, 4, 10, 24, 80, 100}}&lt;br /&gt;
&lt;br /&gt;
Chance for common fish to be present in a body of water:&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for common fish | type = line | x = 74.9, 75, 100, 200 | y1 = 0, 5, 50, 100}}&lt;br /&gt;
&lt;br /&gt;
Chance for uncommon fish to be present in a body of water:&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Amount of water cells | yAxisTitle = Chance for uncommon fish | type = line | x = 399.9, 400, 1600, 6000 | y1 = 0, 10, 25, 70}}&lt;br /&gt;
&lt;br /&gt;
Chance for toxfish catch (this doesn't include the chance to catch toxfish as a common fish):&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Polluted tiles (%) | yAxisTitle = Toxfish catch chance (%) | type = line | x = 5, 80 | y1 = 0, 60}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you have a way to word this better than me, please do. --&amp;gt;&lt;br /&gt;
Amount of fish caught by a colonist will be multiplied by:&lt;br /&gt;
{{Graph:Chart | width = 400 | height = 200 | xAxisTitle = Fish population | yAxisTitle = Base amount of caught fish (%) | type = line | x = 25, 100, 300 | y1 = 100, 300, 600}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Fishing is an effective way to get food and occasional resources, especially on harder biomes where farming and hunting more difficult.&lt;br /&gt;
&lt;br /&gt;
== Special events ==&lt;br /&gt;
Gill rot, gill rot is a fungus that will slowly make the fish decline in population. Low fish populations will make fishing less effective&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=167248</id>
		<title>Life support unit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=167248"/>
		<updated>2025-08-11T16:30:16Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add info on reducing vacuum and heating.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{image wanted}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Life support unit&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| hp = 35&lt;br /&gt;
| power = 3200&lt;br /&gt;
| heatpersecond = 30&lt;br /&gt;
| vacuum = ?&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''Life support unit''' produces [[power]], heat, and oxygen.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Found in abundance in abandoned orbital platforms.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Need info on power generation}}&lt;br /&gt;
&amp;lt;!-- Not a value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Every {{ticks|250}}, a life support unit lowers the vacuum percentage of its current room. It has a base effectiveness of 5% per second per 100 tiles, scaling proportionally to the amount of tiles present; for instance, a room with 25 tiles will gain 20% oxygen per second, while a room with 200 tiles will gain only 2% per second. Multiple life support units and [[Oxygen_pump|oxygen pumps]] may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Not value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Life support units will attempt to heat the room so long as the room temperature is lower than {{Temperature|20}}. As opposed to a [[heater]], the target temperature cannot be configured.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Although these cannot be built or claimed, like all power buildings power can be drawn from it by connecting power conduits of any kind to it.  Set up a base in an abandoned orbital platform and never worry about power, heat, or vacuum again.&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=167197</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quests&amp;diff=167197"/>
		<updated>2025-08-09T16:20:59Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update info on Royalty intro quests&lt;/p&gt;
&lt;hr /&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The 3 [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
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===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The 3 [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
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==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Skills#Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
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==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s or [[transport pod]]s to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
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=Royalty=&lt;br /&gt;
&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, a [[shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific mounument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Ideoligion#Combat in darkness|Combat in Darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A [[shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
*A [[shuttle]] will arrive to pick up specified amount of colonists. The amount requested is dependent on your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#Humanlike|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{icon small|plasteel}} 35, {{icon small|steel}} 20, {{icon small|component}} 5 and, if the [[Odyssey DLC]] is enabled,  a [[shuttle engine]].{{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
&lt;br /&gt;
== Ancient Complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby a [[shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate|Hermetic crates]] (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate|Security crates]] (contain equipment), [[Ancient enemy terminal|Ancient enemy terminals]] (call enemy faction) and [[Ancient comms console|Ancient comms consoles]] (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{icon small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break|prison breaks]] and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Quests#Ancient_Complex|Ancient Complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[ancient transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient Complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[Ideoligion#Memes|meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* A [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a humanlike faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crahsed nearby.&lt;br /&gt;
&lt;br /&gt;
If you lose your [[grav engine]], after a while (to a maximum of 2 years) a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 4 distinct ways to see the credits screen:&lt;br /&gt;
*Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
*[[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
*[[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
*Activating the [[Void_monolith|Void Monolith]] and either accepting or destroying it {{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then a [[shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 1000kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Books&amp;diff=167003</id>
		<title>Books</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Books&amp;diff=167003"/>
		<updated>2025-08-07T17:31:26Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Use thought template for book reading bonus, include more info about them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Books''' are a category of items with similar mechanics that provide recreation and additional bonuses. There are four types of book:&lt;br /&gt;
* {{Icon small|Novel}} [[Novel]]&lt;br /&gt;
* {{Icon small|Textbook}} [[Textbook]]&lt;br /&gt;
* {{Icon small|Schematic}} [[Schematic]]&lt;br /&gt;
* {{Icon small|Tome}} [[Tome]]{{AnomalyIcon}}&lt;br /&gt;
* {{Icon small|Map}} [[Map]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Books come in three different basic forms: novels, textbooks, and schematics, plus a fourth, Tomes (see [[Books#Tomes|below]]), if the [[Anomaly_(DLC)|Anomaly DLC]] is installed. They can be read by colonists for [[Recreation]] purposes, as long as the colonist is not blind ([[sight]] capacity above 0%). Additionally, reading any book will train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour. Lastly, each different type of book has a different additional effect when read. &lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} will sometimes want to read books to fulfill their [[learning]] need.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
While reading any book, pawns with passion for intellectual gain {{Thought|desc=Reading really engages my intellectual passions.|label=I love reading|value=4|stack=1}}, while pawns with burning passion gain {{Thought|desc=Reading excites my burning intellectual passions! I just love learning this way.|label=I really love reading|value=6|stack=1}}. Similarly, when a pawn is reading a textbook they'll gain {{Thought|desc=This book covers a topic I'm passionate about. It's interesting.|label=Interesting textbook|value=6|stack=1}} if they are passionate about the skill they are reading about, or {{Thought|desc=This book covers a topic I'm very passionate about. It's captivating.|label=Amazing textbook|value=10|stack=1}} with burning passion. Both the bonus for being a passionate about a textbook and intellectual passion about books in general can be active at the same time.&lt;br /&gt;
&lt;br /&gt;
Books can be placed in bookcases to provide a +0.8% [[reading bonus]] to a room each, up to +20%.&lt;br /&gt;
&lt;br /&gt;
Books can generate with a quest {{OdysseyIcon}}. Reading a book containing a quest has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Only a single quest may be generated per book.&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
Colonists will only read books that are allowed by their reading policy. These policies can be configured and assigned via the [[assign]] tab.&lt;br /&gt;
&lt;br /&gt;
When choosing a book to read, colonists will consider the benefits of available books, and will try to avoid books that are not useful to them. This includes textbooks that teach [[skills]] the colonist is incapable of, and schematics for completed [[research]] projects.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists can read books to gain &amp;quot;Reading&amp;quot; [[recreation]]. All books have an inherent [[recreation power]] of 1, placing them on par with the [[chess table]] and [[horseshoes pin]], but behind more advanced diversions such as the [[billiards table]], [[poker table]], or any form of [[television]].&lt;br /&gt;
&lt;br /&gt;
Unlike most forms of recreation, the recreational effectiveness of books can be affected by external factors, as the rate at which recreation is gained is multiplied by the room's [[reading bonus]]. Additionally, [[novel]]s gain a large multiplier on recreation based on their [[quality]].&lt;br /&gt;
&lt;br /&gt;
=== Assignment ===&lt;br /&gt;
[[File:Interface_assign_reading_policy.png|thumb|right|250px]]&lt;br /&gt;
You can choose which types of books colonists read by configuring their reading policy in the [[Assign]] tab. Policies can control what types of books colonists are allowed to read, the minimum and maximum [[quality]] of the books allowed, and which [[skills]] colonists should prioritize when selecting textbooks. See [[Reading policy]] for further detail.&lt;br /&gt;
&lt;br /&gt;
== Novels ==&lt;br /&gt;
{{Main|Novel}}&lt;br /&gt;
Novels have a recreation gain multiplier. They will fulfill the pawn's need for recreation faster. Novels have 5% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&amp;lt;!--Please replicate any changes to this table on the Novel page to ensure parity--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of Quality on Recreation&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Factor&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 120%&lt;br /&gt;
|-&lt;br /&gt;
! Poor &lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Normal &lt;br /&gt;
| 160%&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork &lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
! Legendary &lt;br /&gt;
| 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Textbooks ==&lt;br /&gt;
{{Main|Textbook}}&lt;br /&gt;
Pawns can read textbooks in order to increase their skills. The quality of the book determines their XP gain per hour. This is modified depending on whether the book teaches one or two skills (when teaching two skills the number seems to be divided by 1.6). Textbooks have 1% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&amp;lt;!--Please replicate any changes to this table on the Textbook page to ensure parity--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Reading&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | XP Rate !! rowspan=2 | Max level&lt;br /&gt;
|-&lt;br /&gt;
! 1 skill !! 2 skills&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 125 / Hour || 78 / Hour || 2&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 188 / Hour || 117 / Hour || 5&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 250 / Hour || 156 / Hour || 8&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
| 312 / Hour || 195 / Hour || 10&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| 375 / Hour || 234 / Hour || 12&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork &lt;br /&gt;
| 438 / Hour || 273 / Hour || 14&lt;br /&gt;
|-&lt;br /&gt;
! Legendary &lt;br /&gt;
| 500 / Hour || 312 / Hour || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
{{Main|Schematic}}&lt;br /&gt;
Schematics increase research points in a certain [[research]]. Schematics can be found for research projects that have not been completed, unless all projects are completed. When two topics are touched the points gained per topic is lowered.  Schematics cannot generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&amp;lt;!--Please replicate any changes to this table on the Schematics page to ensure parity--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 20 / Hour || 12 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 30 / Hour || 18 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 40 / Hour || 25 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 50 / Hour || 31 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 60 / Hour || 37 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 70 / Hour || 43 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 80 / Hour || 50 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tomes ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Main|Tome}}&lt;br /&gt;
Tomes function similarly to schematics, except that they progress [[Anomaly]] research and have a chance to cause [[mental break]]s while being read. They are generally harder to obtain than other varieties of book. Tomes have 15% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&amp;lt;!--Please replicate any changes to this table on the Tome page to ensure parity--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 0.07 / Hour || 0.05 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.15 / Hour || 0.09 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.23 / Hour || 0.14 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.30 / Hour || 0.19 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 0.38 / Hour || 0.23 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 0.45 / Hour || 0.28 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 0.52 / Hour || 0.33 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All tomes have [[mental break]] chance in range 1% - 5%, no matter quality.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Main|Map}}&lt;br /&gt;
Maps, as opposed to other book types, do not have quality. However, they are always guaranteed to generate with a related quest.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Books and reading system added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Added maps. All book types (besides schematics) can now generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
{{nav|joy|wide}}&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Map&amp;diff=166674</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Map&amp;diff=166674"/>
		<updated>2025-07-30T18:41:24Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add general info and summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also what does lack of quality and effect}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Map&lt;br /&gt;
| image = Map.png&lt;br /&gt;
| description = A map that shows the way to a location of interest.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| has quality = False&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Map&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Map''' are a type of [[book]] that provide [[recreation]]. They are guaranteed to contain a [[quest]] which can be triggered while reading.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Maps, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Textbooks can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
As opposed to other books, maps have no quality. However, they are always guaranteed to contain a quest. Reading a map has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Once a quest from a map was triggered it can no longer happen again.&lt;br /&gt;
&lt;br /&gt;
Once a specific map had its quest trigger, it can no longer happen again. Such maps can still be read for recreation, contribute towards [[Reading_bonus|reading bonus]], and may be sold to traders. However, compared to other book types, reading them doesn't provide any bonus.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Open east.png|East&lt;br /&gt;
Map Open north.png|North&lt;br /&gt;
Map Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Map Vertical east.png|East&lt;br /&gt;
Map Vertical north.png|North&lt;br /&gt;
Map Vertical south.png|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|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=166310</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=166310"/>
		<updated>2025-07-25T15:25:44Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Change the &amp;quot;Verified&amp;quot; version to the current game version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.6.4528}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Being nullified is not included in the thought's XML, but rather the precept. The precept has &amp;quot;&amp;lt;prefersDarkness&amp;gt;&amp;quot; node set to true, which rather than nullifying just completely disables the thought. --&amp;gt;&lt;br /&gt;
! [[Mood#Darkness| Darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Undergrounder, Night owl&amp;lt;br /&amp;gt; ''Nullifying [[genes]]: Dark vision&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Darklight preferred|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Wearing wrong genders apparel| Wearing &amp;lt;other gender's&amp;gt; apparel]]&lt;br /&gt;
| I'm wearing apparel that was clearly made for &amp;lt;other gender&amp;gt;s! This is embarrassing.|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt;| Tainted &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing a piece of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+1)| Tainted &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+2)| Tainted &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; etc| Tainted &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing parts of someone's body is... disturbing.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh no... my clothes *are* a face.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm living in a horror show.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I enjoy wearing the suffering of others. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| This will scare them. All will know my power. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| The faces on my clothes aren't smiling, but they make *me* happy. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| The flesh! The flesh signals my triumph! &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Mood#Sick| Sick]]&lt;br /&gt;
| I don't feel very well. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Chilly]]&lt;br /&gt;
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Cold]]&lt;br /&gt;
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Numbing cold]]&lt;br /&gt;
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Absolutely freezing]]&lt;br /&gt;
| My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Sweaty]]&lt;br /&gt;
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Hot]]&lt;br /&gt;
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Sweltering hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Blistering hot]]&lt;br /&gt;
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| I love reading]]&lt;br /&gt;
| Reading really engages my intellectual passions. || 4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| I really love reading]]&lt;br /&gt;
| Reading excites my burning intellectual passions! I just love learning this way. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| Interesting textbook]]&lt;br /&gt;
| This book covers a topic I'm passionate about. It's interesting. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| Amazing textbook]]&lt;br /&gt;
| This book covers a topic I'm very passionate about. It's captivating. || 10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=166309</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=166309"/>
		<updated>2025-07-25T15:21:32Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add reading related thoughts, update descriptions and other data on other thoughts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source: Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- Being nullified is not included in the thought's XML, but rather the precept. The precept has &amp;quot;&amp;lt;prefersDarkness&amp;gt;&amp;quot; node set to true, which rather than nullifying just completely disables the thought. --&amp;gt;&lt;br /&gt;
! [[Mood#Darkness| Darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Undergrounder, Night owl&amp;lt;br /&amp;gt; ''Nullifying [[genes]]: Dark vision&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Darklight preferred|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Wearing wrong genders apparel| Wearing &amp;lt;other gender's&amp;gt; apparel]]&lt;br /&gt;
| I'm wearing apparel that was clearly made for &amp;lt;other gender&amp;gt;s! This is embarrassing.|| -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt;| Tainted &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing a piece of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+1)| Tainted &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; (+2)| Tainted &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -11 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Tainted &amp;lt;name&amp;gt; etc| Tainted &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing four or more pieces of apparel that someone died in. It creeps me out and feels dirty.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized || -14 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing parts of someone's body is... disturbing.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[hediff]]s: Inhumanized&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh no... my clothes *are* a face.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm living in a horror show.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Bloodlust, Cannibal, Psychopath&amp;lt;br /&amp;gt; ''Nullifying [[Ideoligion#Precepts|precepts]]: Cannibalism: acceptable, Cannibalism: preferred, Cannibalism: required (strong), Cannibalism: required (ravenous)|| -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I enjoy wearing the suffering of others. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal || +2 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| This will scare them. All will know my power. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| The faces on my clothes aren't smiling, but they make *me* happy. &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| The flesh! The flesh signals my triumph! &amp;lt;br&amp;gt; ''Applicable [[traits]]: Bloodlust, Cannibal|| +8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[Mood#Sick| Sick]]&lt;br /&gt;
| I don't feel very well. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Chilly]]&lt;br /&gt;
| I'm uncomfortably cold. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Cold]]&lt;br /&gt;
| I'm so cold, I'm shivering. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Numbing cold]]&lt;br /&gt;
| I can't stop shivering. My teeth are chattering. All I can think of is getting warm.|| -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cold| Absolutely freezing]]&lt;br /&gt;
| My teeth are chattering so hard I can barely speak. My toes are numb. I need to get warm. || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Sweaty]]&lt;br /&gt;
| It's too hot here. I'm sweating. || -4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Hot]]&lt;br /&gt;
| It's way too hot here. If I could just have a breath of cool air... || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Sweltering hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Hot| Blistering hot]]&lt;br /&gt;
| This place is searing hot. I think I could die from this heat! || -16 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| I love reading]]&lt;br /&gt;
| Reading really engages my intellectual passions. || 4 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| I really love reading]]&lt;br /&gt;
| Reading excites my burning intellectual passions! I just love learning this way. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| Interesting textbook]]&lt;br /&gt;
| This book covers a topic I'm passionate about. It's interesting. || 6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Reading| Amazing textbook]]&lt;br /&gt;
| This book covers a topic I'm very passionate about. It's captivating. || 10 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=166308</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=166308"/>
		<updated>2025-07-25T15:21:28Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add info on reading related mood, update info on darkness and tattered/ratty apparel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
{{Stub| reason = needs to add the &amp;quot;listening to instrument&amp;quot; details from Musical_instrument}}&lt;br /&gt;
&lt;br /&gt;
{{Imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on their environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How often does mood tick - it can increase at 12/hour but is it once per hour, or does it increase at +2/10mins etc}}&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood (%)&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. Pawns have a base mood of 32 and the baseline is affected by the [[AI Storytellers#Colonist mood|Colonist Mood]] AI storyteller setting - note that the default difficulty options also change this setting.&lt;br /&gt;
&lt;br /&gt;
The Mood bar moves towards the Mood Target indicator at a maximum rate of {{+|12}} per [[time|in-game hour]] when mood is increasing or {{--|8}} per in-game hour when decreasing. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle. When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against their and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can be changed by a colonist's [[traits]].&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the &amp;quot;Base mood&amp;quot;, a stat which is defined by your difficulty. For example, a pawn with ''Low expectations ({{+|18}})'' and ''Hungry ({{--|6}})'' on ''Peaceful'' difficulty will have a mood target of 54%. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
| Losing is Fun     || align=&amp;quot;center&amp;quot; | 22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
== Mood management ==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
=== Basic needs ===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Nutrient paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
=== Safety needs ===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a comfortable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
=== Social needs ===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
=== Passion ===&lt;br /&gt;
Assigning colonists to work they are passionate for will cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
=== Extreme measures ===&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Knocking out the pawn through Anesthesizing, [[neural heat dump]]{{RoyaltyIcon}}, [[Xenogerm]]s{{BiotechIcon}} or afflicting extreme blood loss with either [[Bloodfeeder]]{{BiotechIcon}} or [[hemogen]]{{BiotechIcon}} extraction.&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (useful for events that inflict mood penalties, such as psychic drones, and various [[Events/Anomaly|Anomaly Events]])&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet table of contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid; background-color: #eee;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Room stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation general| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation room stats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Situation traits permanently| Situation TraitsPerm]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts royal titles| Royal titles]]{{RoyaltyIcon}}&lt;br /&gt;
&amp;lt;!--| style=&amp;quot;border: 1px #A0A0A0 solid; padding: 5px 8px;&amp;quot; | [[#Thoughts ideoligion| Ideoligion]]{{IdeologyIcon}} This doesn't exist--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Expectations.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Exotic ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Eating ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
{{Biotech|no category}}&lt;br /&gt;
{{:Thoughts/Memory Eating (Biotech)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gatherings ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room stats ==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
# Awful&lt;br /&gt;
# Dull&lt;br /&gt;
# Mediocre&lt;br /&gt;
# Decent&lt;br /&gt;
# Slightly impressive&lt;br /&gt;
# Somewhat Impressive (/ Impressive*)&lt;br /&gt;
# Very impressive&lt;br /&gt;
# Extremely impressive&lt;br /&gt;
# Unbelievably impressive&lt;br /&gt;
# Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
** Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
** Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
** Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
** Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation general ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation needs ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation room stats ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation social ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation special ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Situation traits permanently ==&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thoughts royal titles ==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[#Moodlet table of contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Thought details ==&lt;br /&gt;
==== Justified execution ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Someone was organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== Justified execution of colonist ====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
==== Colonist organ-harvested ====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
==== A prisoner was sold ====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
==== Ate fine meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate lavish meal ====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
==== Ate nutrient paste ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
==== Ate without table ====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
==== Ate raw food ====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
==== [[Beauty]] ====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Hideous environment: When their opinion dips below 15.&lt;br /&gt;
* Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
* Ugly environment: When their opinion dips below 42.&lt;br /&gt;
* Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
* Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
* Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
==== Bionics ====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Body modder pawns:&lt;br /&gt;
* Body modder frustrated: no parts.&lt;br /&gt;
* Body modder pleased: 1 part.&lt;br /&gt;
* Body modder quite pleased: 2 parts.&lt;br /&gt;
* Body modder delighted: 3 parts.&lt;br /&gt;
* Body modder enchanted: 4 parts.&lt;br /&gt;
* Body modder overjoyed: 5 parts.&lt;br /&gt;
* Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
* Body purist squeamish: 1 part.&lt;br /&gt;
* Body purist disgusted: 2 parts.&lt;br /&gt;
* Body purist violated: 3 parts.&lt;br /&gt;
* Body purist horrified: 4 parts.&lt;br /&gt;
* Body purist nightmare: 5 parts.&lt;br /&gt;
* I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
==== Cabin fever (outdated information) ====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
* Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
* Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
==== Cannibalism ====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
* Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
* Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
==== Catharsis ====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
==== Cold ====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
* Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
* Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
* Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
==== My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died ====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
==== Colonist banished ====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left to die ====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
==== Colonist left unburied ====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
==== Comfort ====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
* Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
* Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
* Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
* Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
* Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
==== Tainted apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
==== Defeated hostile leader ====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
==== Disturbed sleep ====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Exhaustion ====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
* Drowsy: When rest level dips below 28%.&lt;br /&gt;
* Tired: When rest level dips below 14%.&lt;br /&gt;
* Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
==== Forced to take drugs ====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
==== Hot ====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
* Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
* Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
* Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
* Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
==== Human leather apparel ====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (pounding) ====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (strong) ====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
==== Hungover (slight) ====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
==== Hunger ====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severity levels depending on how long the pawn hasn't had access to food. See [[Saturation]].&lt;br /&gt;
* Hungry: When saturation level dips below 0.3.&lt;br /&gt;
* Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
* Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
** Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
** Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
** Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
** Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
** Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
==== I Butchered humanlike ====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
==== Imprisoned ====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
==== Insulted ====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
==== Darkness ====&lt;br /&gt;
This thought occurs when a humanoid has spent more than {{ticks|240}} away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (warm) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (tipsy) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
==== Inebriated (drunk) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
==== Inebriated (hammered) ====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
==== Expectation moodlets ====&lt;br /&gt;
These thoughts occur when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited_pawns|conceited nobles]]{{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|ideoligious roles]]{{IdeologyIcon}} can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br/&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br/&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}}  ||       0 - 15,000        || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}}  ||  15,000 - 31,000        || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}}  ||  31,000 - 81,000        || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}}  ||  81,000 - 182,000       || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}   || 182,000 - 308,000       ||  8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''   || 308,000 - 1,000,000,000 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations{{RoyaltyIcon}}  || {{--|6}}  || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations{{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               ||  7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves{{IdeologyIcon}} do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations      || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations    || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations           || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== My organ harvested ====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
==== Naked ====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
==== New colony hope ====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
==== New colony optimism ====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
==== Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
If a pawn goes to the corpse with the intent to bury it and notices it first because of this, they will not have this thought, nor while carrying the corpse to its final resting place.&amp;lt;br&amp;gt;&lt;br /&gt;
Blind pawns (Sight 0%) can't see corpses and won't get this moodlet.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
* Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
* Pain (moderate): When pain reaches 15%.&lt;br /&gt;
* Pain (acute)： When pain reaches 40%.&lt;br /&gt;
* Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
* Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
* Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
==== Psychic effects ====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Reading ====&lt;br /&gt;
A colonist with a passion for intellectual will gain a thought while reading any [[Books|book]]. Similarly, any colonist with a passion for a given skill will gain a different thought while reading a related [[textbook]]. Those 2 thoughts can be active at the same time and they are stronger for colonists with a burning passion.&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{Main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
* Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
* Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
* Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
* Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
* Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Sick ====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
==== Sleeping conditions ====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
* Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
** This thought does not occur in unroofed rooms.&lt;br /&gt;
* Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
* Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature|{{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
* Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
==== Someone's organ harvested ====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
==== Strange feeling ====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
==== Spacious interior ====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Cramped interior ====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Confined interior ====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
==== Was imprisoned ====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Ratty apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== Tattered apparel ====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
Quest-locked apparel, as well as certain apparels like [[Utility|utility]] ones do not cause this thought.&lt;br /&gt;
&lt;br /&gt;
==== We butchered humanlike ====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3. &lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|status levels|wide}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=165648</id>
		<title>Mental break</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_break&amp;diff=165648"/>
		<updated>2025-07-20T01:26:22Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added info about anomalous breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=0) What are the actual MTBs for breaks? how is frequency calculated? 1) Which breaks are &amp;quot;aggressive&amp;quot; or &amp;quot;violent&amp;quot; and thus affected by [[Dead calm]]/[[Hyper-aggressive]]/[[Aggressive]] - information should be linked to or replicated on [[Genes]] 2) Needs information on non-mood based breaks - e.g. drugs, psychic breakdown, ailments etc. In game times - Days easier to parse than 10000s of ticks. Also needs Biotech mental breaks e.g. Fleeing fire.}}{{About|the mental conditions experienced by unhappy pawn|breaking objects|Max Hit Points}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
A '''mental break''' is a pawn event that may occur when a pawns's '''mood''' drops below the '''mental break threshold'''. Majority types of mental break cause a '''mental state''', during which the pawn will become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A breaking colonist may be interrupted by arresting or downing them. A few types of mental break, like catatonic breakdown or crisis of belief{{IdeologyIcon}}, do not cause mental state.&lt;br /&gt;
&lt;br /&gt;
There are three levels of severity for mental break events: '''minor, major,''' and '''extreme'''. Each severity level has a different pool of possible events that may occur at different frequencies. Minor events include hiding in the pawn's room for a day, extreme events include murder. &lt;br /&gt;
&lt;br /&gt;
Colonists, visitors, enemies, tamed, and wild animals all have types of mental breaks.&lt;br /&gt;
&lt;br /&gt;
Some mental states may be induced by the player in battle, via [[psycast]]s {{RoyaltyIcon}} or weapons like the [[psychic shock lance]] or [[psychic insanity lance]]. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Mood ===&lt;br /&gt;
[[Mood]] is a visual indicator of how likely your pawn is to have a mental break. It is lowered by negative [[thoughts]] about the pawn's environment and raised by positive thoughts. Mood is found in the [[Needs]] tab of the pawn Inspect pane. &lt;br /&gt;
&lt;br /&gt;
The three mental break severity levels directly correspond to the low mood levels '''Stressed, On edge,''' and '''About to break,''' respectively. Mental break events and frequencies are different for each mood level. &lt;br /&gt;
&lt;br /&gt;
Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. Some mental breaks are unavoidable in even the finest, happiest colonies, such as '''Fire Starting Sprees''' by pyromaniac pawns.  &lt;br /&gt;
&lt;br /&gt;
=== Thresholds ===&lt;br /&gt;
{{Main|Mental Break Threshold}}&lt;br /&gt;
A specific pawn's mental break thresholds are affected by various personality [[traits]]. Traits may directly raise or lower mental break threshold, such as [[Steadfast]] or [[Nervous]] respectively. Some traits add permanent negative thoughts, like [[Pessimist]], or conditional negative thoughts, like [[Night owl]]. Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%.&lt;br /&gt;
&lt;br /&gt;
The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). The base mental break threshold stat is 35%, which yields the following:&lt;br /&gt;
* Minor break threshold: 35%&lt;br /&gt;
* Major break threshold: 20%&lt;br /&gt;
* Extreme break threshold: 5%&lt;br /&gt;
&lt;br /&gt;
=== Severity ===&lt;br /&gt;
There are three severity levels of mental break events, each with their own possible events and frequencies.&lt;br /&gt;
&lt;br /&gt;
* Below their base mental break threshold, they will have a minor break in a mean time of 10 days.&lt;br /&gt;
* Below their major break threshold, they will have a major break in a mean time of 3 days.&lt;br /&gt;
* Below their extreme mental break threshold, their mood is ~5% and &amp;quot;About to break.&amp;quot; they will have an extreme break in a mean time of 0.7 days.&lt;br /&gt;
&lt;br /&gt;
=== During ===&lt;br /&gt;
[[File:Colonist icon while Binging on Psychite.png|frame|left|108px|Colonist icon while breaking]]&lt;br /&gt;
While a colonist is experiencing a mental break, their name is displayed &amp;lt;span style=&amp;quot;color:limegreen;&amp;quot;&amp;gt;'''in green'''&amp;lt;/span&amp;gt; in the colonist bar (at the top of the game screen), and you have no direct control over them. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. [[Arrest]] the misbehaving pawn to interrupt their mischievous actions. The broken colonist has a [[Arrest Success Chance|chance]] based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. However, arrest will downgrade their status as a member of your colony to a prisoner. Releasing them will return them to the colony, but replaces the catharsis bonus with a  'was imprisoned' negative thought (-8).&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with [[Weapons#Melee weapons|blunt-damage melee weapons]] until they are incapacitated by pain, or by inflicting [[brain shock]]. This is the only way to stop a berserk pawn. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. It is ineffective if the pawn feels reduced pain, like those with the [[Painstopper]] implant or high on [[Go-juice]].&lt;br /&gt;
&lt;br /&gt;
The [[word of serenity]] psycast{{RoyaltyIcon}} will instantly end any mental break by forcing the target into a 6 hour coma. The psyfocus cost depends on the level of the mental break the target is experiencing. This cannot be used on [[babies]]{{BiotechIcon}} or [[children]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
While having a break, at the top of the game screen, a colonist will be designated with a small &amp;quot;lightning bolt&amp;quot; icon over their image; yellow for non-aggressive breaks (such as food binge or daze), and red for aggressive ones (such as tantrum or berserk).&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Once a pawn's mental break ends, they'll revert back to their usual schedule and work and may be drafted again. Their thoughts do not 'reset,' so negative thoughts may still be present. Pawns get the [[Thoughts#Catharsis|'catharsis']] thought, granting a +40 mood for the next 2.5 days. This will generally prevent a pawns from entering a spiral of mental breakdowns in all but the worst scenarios. &lt;br /&gt;
&lt;br /&gt;
Colonists with the [[Traits#Tortured artist|Tortured Artist trait]] will have a constant mood debuff (-8) but also have a chance (50%) to receive a creative inspiration after a mental break ends. Note that this does not include the [[#Fleeing fire|Fleeing fire]] break.&lt;br /&gt;
&lt;br /&gt;
Colonists may be considered '''guilty''' after particularly destructive breaks and may then be banished or executed with no consequences.&lt;br /&gt;
&lt;br /&gt;
=== Anomalous breaks ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Whenever a mental break happens, there's a chance that an anomalous break will happen over a normal one. If the game attempts to trigger anomalous mental break but is unable to, it will instead attempt to trigger a normal one. [[Creepjoiner|Creepjoiners]] will always trigger an anomalous break, unless none are possible. For every other pawn, the chance for Anomaly break to happen depends on the Anomaly stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Anomaly stage&lt;br /&gt;
! Chance&lt;br /&gt;
|-&lt;br /&gt;
| Inactive&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| Stirring&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Waking&lt;br /&gt;
| 40%&lt;br /&gt;
|-&lt;br /&gt;
| VoidAwakened&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gleaming&lt;br /&gt;
| 60%&lt;br /&gt;
|-&lt;br /&gt;
| Embraced&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| Disrupted&lt;br /&gt;
| 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anomalous breaks trigger void catharsis over regular catharsis. The mental breaks which are considered anomalous are:&lt;br /&gt;
&lt;br /&gt;
* Dark visions&lt;br /&gt;
* Insane ramblings&lt;br /&gt;
* Entity slayer&lt;br /&gt;
* Entity liberator&lt;br /&gt;
* Terrifying hallucinations&lt;br /&gt;
&lt;br /&gt;
== Minor break ==&lt;br /&gt;
&lt;br /&gt;
=== Food binge ===&lt;br /&gt;
[[File:FoodBinge.png|thumb|right|Food Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to pig out on whatever food they can get their hands on.{{Check Tag|Details|Limits, preference, etc}}&lt;br /&gt;
&lt;br /&gt;
This break can only occur when the map the pawn is currently on contains more than 10 human-edible nutrition in a [[stockpile zone]], however an already ongoing binge will not end if all the food is consumed or otherwise removed. Pawns with the [[Trait#Gourmand|Gourmand trait]] will experience this on average once every 50 days.&lt;br /&gt;
&lt;br /&gt;
Pawns may ignore [[food policy]] restrictions during this binge, and will also disregard whether a food item has been disallowed. Pawns tend to prioritize eating higher-quality food regardless of such restrictions.{{Check Tag|Details|Requires more testing to be more specific}} If there is no food, or only low quality (raw (?)) food available in storage, pawns may travel large distances across the map to eat other food on the map, including [[insect jelly]] that is guarded by hostile [[insectoids]]. This can result in pawns being killed by insect hives.&lt;br /&gt;
&lt;br /&gt;
A binge will end as soon as the affected pawn goes to bed, or after a certain amount of time has passed. Note that is [[wake-up]] is available the pawn will take it during the break down, extending it to it's maximum duration.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.8&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sad wander ===&lt;br /&gt;
[[File:SadWander.png|thumb|right|Sad Wander]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. Like the [[Mental break#Psychotic wandering (Daze)|Psychotic wandering (Daze)]] event, but shorter.&lt;br /&gt;
&lt;br /&gt;
Wandering colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days (4 hrs) &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hide in room ===&lt;br /&gt;
[[File:HideInRoom.png|thumb|right|Hide in Room]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander about in their room, refusing to come out or satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if the breaking pawn has a bedroom assigned to them.&lt;br /&gt;
&lt;br /&gt;
This break is relatively short, and usually does not put the pawn in harm's way. At worst, the pawn may suffer from mild starvation or exhaustion.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Insulting spree ===&lt;br /&gt;
Causes the pawn insult nearby colonists at random, making moods worse for everyone affected.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
Requires at least two other pathable colonists to occur.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted insulting spree ===&lt;br /&gt;
Causes the pawn to follow and repeatedly insult one other colonist in particular.&lt;br /&gt;
&lt;br /&gt;
This can totally ruin the victim's mood with an up to {{Bad|-33}} mood penalty through 10 stacked insults, which can potentially trigger a mental break in the victim as well.&lt;br /&gt;
&lt;br /&gt;
Insults can lead to a social fight, which would then lead to the end of the break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Crying ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly cry while awake, being more likely to occur under 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a random crying surrounding around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a negative mood effect &amp;quot;Baby crying&amp;quot; {{Bad|-4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the crying baby will drop by {{Bad|-12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Giggling ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Babies may randomly giggle while awake, being more likely to occur over 50% mood. This mental break is '''silent''' and can only be seen if the name is temporarily changed to green, emitting a rainbow of colorful drawing around itself.&lt;br /&gt;
&lt;br /&gt;
Colonist near the baby will experience a positive mood effect &amp;quot;Baby giggling&amp;quot; {{Good|+4}} unless they are a &amp;quot;Psychopath&amp;quot;. Any pawn's opinion of the giggling baby will increase by {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|25000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dark visions ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around, spouting utter nonsense about things that only they can see every 20-60 seconds. This can cause a negative mood effect of {{Bad|-2}} in nearby colonists, which can stack up to four times.&lt;br /&gt;
&lt;br /&gt;
Upon recovery, the colonist will gain a {{Good|+30}} &amp;quot;Void catharsis&amp;quot;{{Check Tag|Thought template}} thought in place of the regular {{Good|+40}} that other mental breaks have.&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|45000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Major break==&lt;br /&gt;
&lt;br /&gt;
===Social drug binge===&lt;br /&gt;
{{See also|Mental break#Hard drug binge{{!}}Hard drug binge}}&lt;br /&gt;
[[File:SocialBinge.png|thumb|right|Social Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to drink or smoke their problems away by binging on [[social drugs]] (i.e. [[ambrosia]], [[beer]], [[smokeleaf joint]]s, [[psychite tea]]).&lt;br /&gt;
&lt;br /&gt;
This can only happen if you have social drugs present in your colony.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept{{IdeologyIcon}} still can, in which cause they may get a negative used drug moodlet dependent on the precept&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze)===&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to wander around aimlessly, eventually recovering on their own. The letter informing you of this break refers to it as a &amp;quot;Daze.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Affected colonists can ignore [[food restriction]]s. This can push the colony to collapse, especially with few colonists and without enough automation.&lt;br /&gt;
&lt;br /&gt;
Dazed colonists can be [[prisoners|arrested]], which can be useful if they are in imminent danger.&lt;br /&gt;
&lt;br /&gt;
Unlike sad wandering, [[prisoners]] can stage prison breaks whilst in this mental state. They will still wander around aimlessly, but will be able to open doors. They may still attack colonists if caught in melee.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|70000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}}* &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See next)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It has been observed that if a &amp;quot;dazed&amp;quot; colonist falls asleep, the recovery timer appears to pause until they wake up again.{{Check Tag|Verification|Observed in ver 1.3, Jan '22. But not vanilla, a couple dozen mods, so not 100% clear.}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
[[File:Daze.png|thumb|right|Daze]]&lt;br /&gt;
&lt;br /&gt;
===Psychotic wandering (Daze) Short===&lt;br /&gt;
Identical to the above, but with a shorter minimum time. Combined with the above break, this effectively doubles the chance of getting a &amp;quot;Psychotic Wandering&amp;quot; break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|2500}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|90000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1 (See previous)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on the structures in the colony, randomly punching at (and possibly destroying) them. The attacks may create [[Filth#Building_rubble|building rubble]] in the process.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Targeted tantrum ===&lt;br /&gt;
Causes the pawn to take out their anger on a single structure or stack of items, punching at them until eventually destroyed. The tantrum will redirect to another structure or stack of items if that structure or stack of items is destroyed or made inaccessible.&lt;br /&gt;
&lt;br /&gt;
Targeted tantrums are significantly more dangerous than the non-targeted variety, as the pawn has a much higher chance of actually destroying things instead of simply damaging them. They are especially dangerous when the pawn targets mortar shells (beware the [[antigrain warhead]]), which explode upon destruction, or if they attack important stacks such as stacks of components or medicine that the colony relies upon.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bedroom tantrum ===&lt;br /&gt;
Causes the pawn to hide in their bedroom and randomly punch at structures within.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.333&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Sadistic rage ===&lt;br /&gt;
Causes the pawn to periodically melee attack prisoners for the duration of the mental break.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Corpse obsession ===&lt;br /&gt;
[[File:Corpse obsession.png|thumb|right|Corpse obsession]]&lt;br /&gt;
Causes the pawn to go to a grave or sarcophagus, dig up a corpse and drop it on a high-traffic spot, such as a table in a dining room. The obsession will then end.&lt;br /&gt;
&lt;br /&gt;
This break can only occur if you have a filled grave or sarcophagus. The pawn is required to be capable of [[manipulation]].&lt;br /&gt;
&lt;br /&gt;
While this break is somewhat quick, it can potentially bring &amp;quot;Observed corpse&amp;quot; mood debuffs to whoever sees the corpse, and can trigger a colony-wide &amp;quot;Colonist left unburied&amp;quot; mood debuff if the corpse was of a colonist.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|50000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|70000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.4&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Insane ramblings ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Causes the pawn to mindlessly wander around and spout utter nonsense every 10-15 seconds. Essentially a major variation of the dark visions break.&lt;br /&gt;
&lt;br /&gt;
Much like dark visions, nearby colonists will experience negative thoughts, and the rambling pawn will gain a {{Good|+30}} thought upon recovery.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity slayer ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Afflicted pawn will try to execute as many captive [[Entity|entities]] as possible.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humanity break ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Occurs in place of any mood-related mental break in colonists following an [[Ideoligion]] with the [[Ideoligion#Inhumanizing|Inhumanizing: Required]] precept. The pawn will wander around for some time and after recovery, will receive the [[inhumanized]] permanent hediff that prevents them from experiencing the break instead, among other things. They will gain a permanent {{Good|+8}} thought in place of the standard catharsis thought.&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extreme break==&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
[[File:BerserkScreenshot.png|thumb|right|Berserk]]&lt;br /&gt;
The pawn will lose total control, melee attacking any living creature near them. They will not intentionally kill anything, although unlucky hits may still result in death, instead redirecting to another target once their current target is downed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[Work#Incapable_of_work_types|incapable of violent]] can still go berserk. Berserk colonists are able to use doors that are forbidden, and don't close doors behind them (auto-doors included). Berserk prisoners will bash at doors until they break.&lt;br /&gt;
&lt;br /&gt;
Subduing the berserk pawn with bare fists or a blunt weapon poses the least risk of killing them. Once a berserk pawn is subdued, the break is over. They do not need to be arrested, and can be immediately rescued to recover from their injuries. If the berserker is not in danger and can be safely avoided, it can be best to leave them to rampage by themselves until their berserk rage wears off to avoid injuries.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fire starting spree ===&lt;br /&gt;
[[File:Fire Starting Spree.png|thumb|right|Fire Starting Spree]]&lt;br /&gt;
Causes the pawn to go on a fire starting spree, targeting flammable materials and setting them ablaze. &lt;br /&gt;
&lt;br /&gt;
Only [[pyromaniac]]s can suffer this break. It will replace all extreme breaks that they would otherwise suffer, as well as occur randomly, regardless of mood, with an {{MTB}} of 50 days. Pyromaniacs do not gain the Catharsis thought after these random fire starting sprees but will for sprees caused by low mood.&lt;br /&gt;
&lt;br /&gt;
The [[pyrophobia]] gene{{BiotechIcon}} suppresses the pyromania trait entirely, including this mental break.&lt;br /&gt;
&lt;br /&gt;
Fire-starting sprees are very short and can easily be dealt with by having somebody else &amp;quot;babysit&amp;quot; the pyromaniac, putting out fires as the pyromaniac pawn starts them. However, it is worthwhile to consider that they may also target volatile objects such as [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|6000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hard drug binge ===&lt;br /&gt;
{{See also|Mental break#Social drug binge{{!}}Social drug binge}}&lt;br /&gt;
[[File:HardBinge.png|thumb|right|Hard Drug Binge]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to binge on [[hard drugs]] (i.e. [[flake]], [[yayo]], [[go-juice]] and [[wake-up]]).&lt;br /&gt;
&lt;br /&gt;
Hard drug binges are considerably more dangerous for the affected colonist's health than social drug binges, as hard drugs contribute towards [[overdose]]s which are potentially lethal, and can easily lead to an addiction and/or chemical damage. As with social binges, hard binges will either end when the affected colonist goes to bed, or after a certain amount of time has passed. Colonists taking [[penoxycyline]] and [[luciferium]] have nothing to do with the drug binge they are on.&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Traits#Teetotaler|Teetotaler]] Trait will never have this mental break but pawns with [[Ideoligion#Drug_use|Negative drug use]] precept still can, in which cause they get a negative used drug moodlet dependent on the precept&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.133 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Catatonic breakdown===&lt;br /&gt;
Causes the pawn to enter a ''catatonic breakdown'' state, where they become incapacitated and need to be rescued.&lt;br /&gt;
&lt;br /&gt;
This is one of the least immediately harmful of the extreme breaks as it does not result in injury or damage to colonists or structures. However, the affected colonist will be down for quite a long time, and unable to perform any work. This can be especially detrimental if the colonist performs a vital task in the colony.&lt;br /&gt;
&lt;br /&gt;
Since catatonic breakdown is technically a health condition, usage of the [[healer mech serum]] or [[unnatural healing]]{{AnomalyIcon}} can instantly bring the affected colonist out of the mental break.&lt;br /&gt;
&lt;br /&gt;
Only colonists can experience this mental break. Pawns from other factions, not under the players control, will not. Temporary colonists from [[quests]] or from [[permits]] {{RoyaltyIcon}} can experience this mental break.&lt;br /&gt;
&lt;br /&gt;
This mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks/gametime|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks/gametime|300000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Jailbreaker ===&lt;br /&gt;
[[File:Jailbreaker.png|thumb|right|Jailbreaker]]&lt;br /&gt;
&lt;br /&gt;
The pawn will move to the targeted prisoner, and upon reaching them, a [[prison break]] event will trigger. Afterwards, the mental break will be changed to something else.&lt;br /&gt;
&lt;br /&gt;
The pawn can be arrested or downed before reaching the prison cell.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Slaughterer ===&lt;br /&gt;
Causes the pawn to slaughter tamed animals at random.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of tamed animals this usually won't cause major losses, but there's a chance the maddened colonist may decide to butcher a [[bond]]ed animal, a [[boomalope]], or your favorite tamed [[thrumbo]], none of which are &amp;quot;good&amp;quot; outcomes.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.033 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|8000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|12000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 0.75&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Murderous rage ===&lt;br /&gt;
[[File:Murderous rage.png|thumb|right|400px|Murderous rage]]&lt;br /&gt;
&lt;br /&gt;
Causes the pawn to select a random colonist or prisoner and melee attack them until they are dead. Once the target is killed the break is over.&lt;br /&gt;
&lt;br /&gt;
This requires intervention from other colonists if the life of the victim is to be saved.&lt;br /&gt;
#This can be interrupted by attempting arrest. If it is successful, the colonist will quietly submit and go to prison along with the warden. Otherwise, the colonist will instead go berserk and will lash out at nearby colonists instead, which may be easier to deal with as the colonist is no longer hellbent on killing one person.&lt;br /&gt;
#If the murder target is rescued or otherwise becomes unpathable to the maddened colonist, they will instead select a new victim.&lt;br /&gt;
&lt;br /&gt;
This break can occur in pawns placed temporarily under your control, such as those provided by [[quests]] or from [[permits]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is ten times less likely to occur in a colony with a population of two, and it increases linearly to the normal level at a population of seven or more.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|100000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Run wild ===&lt;br /&gt;
Causes the pawn to run into the wild and start acting like an animal. While acting like an animal, the pawn will subsist on wild sources of food, usually berry bushes or agave in arid biomes. They may wander across spike traps and randomly trigger them.&lt;br /&gt;
&lt;br /&gt;
Unlike other breaks, this one lasts indefinitely without intervention. The only way to end it is to have another colonist tame the broken colonist and convince them to act like a human again. Taming a wild man is equivalent to taming an animal of 75% wildness, equivalent to an [[elephant]] or [[fox]], and requiring an [[Skills#Animals|Animals]] skill of 7 or greater.&lt;br /&gt;
&lt;br /&gt;
Damaging them until they are downed isn't an advisable option; since they don't belong to your faction anymore, they will most likely die upon receiving enough damage to become incapacitated. Using a [[psychic shock lance]] to down them will ignore the storyteller [[death on downed]] chance, however there is always the risk of brain damage. If rescued, they have a chance to join you upon recovery.&lt;br /&gt;
&lt;br /&gt;
Upon taming, they will have their usual Catharsis moodlet, and will have their Beauty and Comfort needs set to 50%, while their Outdoors needs is set to 100%.&lt;br /&gt;
&lt;br /&gt;
It is much less likely to happen at lower population levels, and will never occur with a population of one, identical to that of the ''murderous rage'' break.&lt;br /&gt;
&lt;br /&gt;
Additionally, it appears that this mental break does not trigger the Inspired Creativity [[mental inspiration]] from the [[Traits#Tortured artist|Tortured artist]] trait, however more testing is needed.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 0.5&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Given up and leaving ===&lt;br /&gt;
Causes the pawn to decide they've had enough with the colony, and leave entirely.&lt;br /&gt;
&lt;br /&gt;
This can be countered either by arresting the colonist, or incapacitating them by force. Sometimes a pawn can decide to return to the colony after having this break, but before they have left the map. For example, this can happen if the colonist is in the [[labyrinth]],{{AnomalyIcon}} which they cannot leave - the colonist will simply wander around the labyrinth for a while before &amp;quot;deciding&amp;quot; to stay in the colony. It is currently unclear what controls the rate of this occurrence. {{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Quest lodgers and [[slaves]] cannot get this mental break. It will never occur if there are seven or less members in the colony, and the frequency increases linearly, capping at twelve colonists.{{Check Tag|Values?}}&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
&lt;br /&gt;
=== Crisis of belief ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|reason=Confirmation and detail on how the weighting used to choose the replacement ideoligion is calculated - see GetIdeoWeight function}}&lt;br /&gt;
A pawn undergoes a crisis of faith in their [[ideoligion]], losing 50% of their [[Certainty]]. Unlike many forms of Certainty loss, this value is not modified by the pawn's their [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
Should this loss be sufficient to reduce the pawn to 0%, they will instead immediately convert to a different ideoligion. This ideoligion is randomly selected from all ideoligions in the current world, including the player's, with weighting based on the following factors:&lt;br /&gt;
* Every ideoligion has a base value of 1.&lt;br /&gt;
* +1 for each [[faction]] with that ideoligion that is allied to the breaking pawn's faction&lt;br /&gt;
* +1 for each spawned pawn with that ideoligion, on any map, that is the same faction as the breaking pawn&lt;br /&gt;
'''AND EITHER'''&lt;br /&gt;
* +1 for each spawned pawn on the same map from the same faction as the breaking pawn, or from a non-hostile faction.&lt;br /&gt;
'''OR'''&lt;br /&gt;
* +1 for each pawn with the ideoligion currently on a caravan, if the breaking pawn is currently on a caravan.&lt;br /&gt;
The random generator will never return the pawn's current ideoligion.&lt;br /&gt;
&lt;br /&gt;
:'''Commonality:''' 1&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Entity liberator ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn is suddenly allured by a captive [[Entity|entity]], and will free it.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrifying hallucinations ===&lt;br /&gt;
[[File:Terrifying Hallucinations Demo.png|thumb|right|Terrifying hallucinations]]&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
The pawn will break down and start to hallucinate, seeing fellow colonists as nightmarish figures and will flee from anyone they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
Whilst a pawn is in this state, shadowy figures will swirl around the afflicted pawn and they will ramble insane nonsense every 10-30 seconds. Much like other nonsensical rambling mental states, other colonists will be slightly upset by the afflicted pawn's nonsensical gibberish. The break may end when the pawn goes to sleep.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|40000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|60000}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
These mental states aren't mood-related, and have certain circumstances required to trigger them.&lt;br /&gt;
&lt;br /&gt;
=== Confusion ===&lt;br /&gt;
[[File:Confusion.png|thumb|right|Confused and wandering]]&lt;br /&gt;
&lt;br /&gt;
Similar to the 'Sad Wandering' mental state, except confused wandering only occurs on a pawn with Alzheimer's or Dementia, as well as those still woozy or recovering from anesthesia.&lt;br /&gt;
&lt;br /&gt;
This mental state is similar to psychotic wandering in the respect that confused pawns are prone to wandering into dangerous situations, however they do not strip off their equipment. This mental state ends after a certain period of time, or when the affected pawn is downed or killed. All normal thoughts are blocked during this time frame.&lt;br /&gt;
&lt;br /&gt;
It can also occur in animals after their [[bond]]ed master dies.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.2 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|3500}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Social fighting ===&lt;br /&gt;
[[File:Social fighting.png|thumb|right|Traders social fighting]]&lt;br /&gt;
&lt;br /&gt;
Social fighting is triggered when one pawn slights or insults another (significantly more likely with insulting than slighting), and the affected pawn gets angered. While very brief and usually only resulting in minor-moderate injury, social fighting can also end up with much worse results including a pawn getting downed, disfigured, or uncommonly even outright killed. Social fighting ends after a very short time, or when one of the fighting pawns gets downed or killed. &lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.02 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|420}} &amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing in panic ===&lt;br /&gt;
[[File:Fleeing in panic.png|thumb|right|Fleeing in panic]]&lt;br /&gt;
&lt;br /&gt;
This sort of mental break happens when half (rounded up) of a group of non-colonist humanlikes are killed; whether it be hostiles, traders, or the like. Pawns affected by this mental state will attempt to leave the map by any means possible as soon as they realize that they're not going to win whatever battle they got caught up in.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once the affected pawn leaves the map, or when they're killed.&lt;br /&gt;
&lt;br /&gt;
Pawns in this state will run indiscriminately towards the closest edge of the map, completely disregarding any hostiles in the way (such as your colonists firing at them), trying to smash down doors even when there is a clear path out next to them.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Fleeing fire ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{stub|section=1|reason=Mechanic details + numbers.}}&lt;br /&gt;
This sort of mental break happens when a pawn with [[Pyrophobia]] gene happens to be near the fire. It will cause them to flee far away from the source of fire.&lt;br /&gt;
&lt;br /&gt;
This mental state will end once he or she no longer see fire within their field of vision.&lt;br /&gt;
&lt;br /&gt;
The affected colonist does not gain the [Catharsis] mood buff from fleeing fire. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Manhunter ===&lt;br /&gt;
{{For|the [[event]] that causes a pack of animals affected by this break to spawn on the map|Events#Manhunter pack}}&lt;br /&gt;
Animals may suffer a manhunter mental break, similar to [[Mental break#Berserk|berserk]]. A manhunter animal will seek out and attack any humans and [[Mechanoids]]. Animal pulser maddened animals will attack mechs on the map it can reach, regardless of faction, but will ignore tamed animals. &lt;br /&gt;
&lt;br /&gt;
Manhunters will not spontaneously attempt to break through obstacles to hunt down pawns, but will attack doors if they see someone go through them. They will cease their attack after a short period, but may still successfully break it down in that time. If strong doors are not available to hide behind, try to get out of line of sight before ducking into a nearby building, be ready to repair the door from the inside, or simply accept that the door is only a temporary barrier.&lt;br /&gt;
&lt;br /&gt;
The mental break can be triggered in several ways:&lt;br /&gt;
* Via the [[Events#Mad (Animal)|Mad Animal]] event. Affects 1 wild animal.&lt;br /&gt;
* Via the [[Events#Psychic Wave|Psychic Wave]] event. Affects all wild animals on the relevant map.&lt;br /&gt;
* Via the use of a [[psychic animal pulser]]. Affects all non-player owned animals on the relevant map.&lt;br /&gt;
* Via the use of [[Manhunter pulse|Manhunter Pulse]]. Affects all animals (including player-owned animals) within the target radius.&lt;br /&gt;
* Via injury inflicted by any humanlike pawn. Chance is controlled by the animal's &amp;quot;Manhunter Chance&amp;quot;, the [[hunting stealth]] of the injuring pawn, and the distance between the pawn and the animal. Affects the injured animal, and in the case of certain herd animals, any nearby animals of the same species.&lt;br /&gt;
* Via a failed taming attempt angering the animal. Chance is controlled by the animal's &amp;quot;Manhunter Chance (Taming)&amp;quot;.  Affects the targeted wild animal.{{Check Tag|Herd?|Can this trigger herd revenge as well?}}&lt;br /&gt;
* Via the death of their [[bond]]ed master.{{Check Tag|Chance?}} Affects any tamed and bonded animal &lt;br /&gt;
&lt;br /&gt;
An animal's manhunting rampage will end after a certain amount of time, upon the animal sleeping, or once [[downed]].&lt;br /&gt;
&lt;br /&gt;
Manhunter animals with [[Scaria]] can not be [[tame]]d without first curing them. Attempts to [[prioritize]] the taming task will result instead in a hint saying ''Animal busy''.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.3 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Permanent ===&lt;br /&gt;
Permanent manhunter is randomly applied to animals that are part of a [[manhunter pack]]. Affected animals will never snap out of this mental state under normal circumstances, and completely neglect their own needs. Animals in this state will generally leave the area within a few days.&lt;br /&gt;
&lt;br /&gt;
Some manhunter animals, such as [[boomrat]]s, will typically starve to death due to their hunger rate combined with the typical manhunter animal duration.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Roaming ===&lt;br /&gt;
Introduced in 1.3, farm animals (animal species that cannot be controlled via zones) can randomly get this mental break if they are outside of an enclosed pen. This can cause them to leave the map if not roped in immediately. If they are enclosed in a pen, or if they are roped in by a colonist after a valid pen is placed, this mental break will immediately end.&lt;br /&gt;
&lt;br /&gt;
This does not occur on maps where they have recently been brought in, or on maps the other colonist are raiding in.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|99999999}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Berserk (short) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A shorter variation of the berserk break that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
:'''Mean time between Recovery:''' 0.166 days &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|10000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Manhunter (blood rain) ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
A variation of the manhunter mental state that occurs due to buildup of [[Blood rain|blood rage]]. Functions identically to its classic variant.&lt;br /&gt;
&lt;br /&gt;
Whilst it eventually comes to an end after the blood rain comes to an end, it will not stop whilst the afflicted animal goes to sleep, is downed, or collapses due to extreme exhaustion.&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|15000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|30000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cube sculpting ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Randomly happens in pawns with an interest in the [[Golden cube]], where they will build a sculpture on the ground in the shape of a cube. This may be made of sand, dirt, or miscellaneous scrap, depending on the surface. The break will then immediately end.&lt;br /&gt;
&lt;br /&gt;
It is important to mention that these sculptures are affected by [[quality]], therefore a pawn with an Inspired Creativity [[mental inspiration]] may use their inspiration on a cube sculpture.&lt;br /&gt;
&lt;br /&gt;
:'''Minimum time until Recovery:''' {{Ticks|20000}} &amp;lt;br&amp;gt;&lt;br /&gt;
:'''Maximum time until Recovery:''' {{Ticks|35000}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* [[Arrest]]ed [[prisoner]]s and [[prison]]s are more expensive than random damage of most mental breaks, imprisoning is usually more worth it if the mental break needs to end quickly such as during raids and when something needs to be dealt with immediately.&lt;br /&gt;
* Pawns during a mental break are immune to damage from [[Unnatural darkness]]{{AnomalyIcon}}, however once the mental break ends this immunity subsequently ends as well.&lt;br /&gt;
* [[Wimp]]s are easier to deal with during their mental breaks if avoiding imprisonment, because the lower pain shock threshold makes them be downed with less injury. The [[extra pain]] gene{{BiotechIcon}} can be installed on pawns to add the trait.&lt;br /&gt;
* Pawns with [[artificial body parts]] that are subject to [[brain shock]] can be easily, safely, and instantly downed upon any exposure to [[EMP]]. Note that as of the time of writing, the only parts that apply this effect are from the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Mental break probability is much lower.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Binge mental break added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Dazed broken pawns will now randomly strip off clothes and drop things.&lt;br /&gt;
* [[Version/0.14.1234|0.14.1234]] - Added new class of “minor” mental breaks. Added minor mental break: food binge.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added the following mental breaks: Insulting spree, Targeted insulting spree, Tantrum, Bedroom tantrum, Targeted tantrum, Sadistic rage, Corpse obsession, Catatonia, Jailbreaker, Slaughterer, Murderous rage, Run wild.&lt;br /&gt;
* Beta 19/ 1.0  - Overhauled mental break probabilities. Aside from some exceptional cases, all mental breaks are more or less equally probable.&lt;br /&gt;
* 1.1 - the way the different mental break thresholds were calculated was changed. Previously the major break thresholds and minor break thresholds were locked to base threshold + 15% and +30% respectively, with the base threshold at 5% for normal pawns; as a result, the mental break thresholds could be reduced by a maximum of 4% only, leading to the Iron-willed and Steadfast [[traits]] being weaker than expected.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Disable corpse obsession break for prisoners, as it's very unlikely to happen and is not implemented around this possibility.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: During food binges, sometimes pawns will use recreational drugs.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tome&amp;diff=165641</id>
		<title>Tome</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tome&amp;diff=165641"/>
		<updated>2025-07-20T00:41:01Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add Odyssey info about quests from books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Tome&lt;br /&gt;
| image = Tome.png&lt;br /&gt;
| description = A book which explores dark psychic powers, the void hidden under space, and the dreams of evil superintelligences. These volumes can help a reader harness dark entities and powers.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Tome&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Tomes''' are a type of [[book]] that provides [[recreation]] while generating [[research]] points for [[Research#Anomaly|Anomaly research]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tomes, like standard books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s. However, tomes are more exclusive than other books, and are generally only carried by exotic goods traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1 | reason=How are the resultant mental breaks selected?}}&lt;br /&gt;
Tomes can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Tomes function identically to [[schematic]]s, with two major exceptions: They only progress [[dark study]] projects, and they have a chance to cause [[mental break]]s while being read. Higher [[quality]] tomes provide more research points when read. The chance for the tome to cause a mental break per hour while read is randomly selected when the tome is generated, from a range of 1% to 5%&lt;br /&gt;
&lt;br /&gt;
Tomes have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the tome less effective overall.&lt;br /&gt;
&lt;br /&gt;
Pawns using a Tome gain a {{+|8}} Fascinating Tome moodlet{{Check Tag|Thought Template}} while reading it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 0.07 / Hour || 0.05 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.15 / Hour || 0.09 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.23 / Hour || 0.14 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.30 / Hour || 0.19 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 0.38 / Hour || 0.23 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 0.45 / Hour || 0.28 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 0.52 / Hour || 0.33 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tomes have 15% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The main use of tomes is to progress anomalous research without the need to capture or contain dangerous [[entities]]. Entity study requires the construction of large containment facilities, and comes with the risk that the entities may escape. Tomes require no infrastructure to use, and the only threat they pose are the mental breaks they cause, which can each be dealt with in their own ways.&lt;br /&gt;
&lt;br /&gt;
The main drawback to tomes is that each one can only be used to progress its associated research projects, while entity study can progress any research project within the entity's knowledge category. Another advantage of entity study over tomes is that studied entities can additionally be exploited by [[bioferrite harvester]]s and [[electroharvester]]s for [[bioferrite]] and [[power]] respectively (though the latter does halve the amount of research gained from entity study).&lt;br /&gt;
&lt;br /&gt;
There is a practical use for the tome's ability to cause mental breaks, even after all anomalous research has been completed, as it can [[inspiration|inspire]] colonists with the [[tortured artist]] [[trait]]. As long as the mental breaks can be dealt with, the resulting [[inspired creativity]] can allow for the creation of many high-quality items within a relatively short span of time. To minimize the interval between breaks/inspirations with less micromanagement, tortured artists can be assigned to an [[allowed area]] that contains no form of recreation other than tome-reading.&lt;br /&gt;
&lt;br /&gt;
If you do not intend to give pawns mental breaks, however, then reading tomes over other books is mostly detrimental, especially for pawns with [[Aggressive]]{{BiotechIcon}} genes{{Check Tag|dead calm?|Wb using dead calm to dull impact? }} who will likely have a violent and more harmful mental break. You can adjust your colonists' reading assignments to exclude tomes from the list of allowed books, while still keeping your tomes in bookcases to contribute to a room's reading bonus.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Open east.png|East&lt;br /&gt;
Tome Open north.png|North&lt;br /&gt;
Tome Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Vertical east.png|East&lt;br /&gt;
Tome Vertical north.png|North&lt;br /&gt;
Tome Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Tomes can generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Schematic&amp;diff=165640</id>
		<title>Schematic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Schematic&amp;diff=165640"/>
		<updated>2025-07-20T00:40:59Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add Odyssey info about quests from books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Schematic&lt;br /&gt;
| image = Schematic.png&lt;br /&gt;
| description = A book which describes technology and methods for using it. Reading schematics can help unlock new technologies.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 150&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Schematic&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Schematics''' are a type of [[book]] that provides [[recreation]] while generating [[research]] points.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Schematics, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Schematics can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Each schematic has one or two associated [[research]] projects. Whenever colonists read the schematic, they will also generate points towards those projects. &lt;br /&gt;
&lt;br /&gt;
The rate at which points are generated depends on the [[quality]] of the schematic. The rate is not affected by the colonist's [[research speed]], meaning that schematics allow intellectually-impaired colonists to contribute to research. It's also not affected by the [[AI storytellers#Research_speed|research speed]] storyteller setting, or the research penalty suffered by tribal starting scenarios.&lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} of any age are able to generate research points by reading schematics.&lt;br /&gt;
&lt;br /&gt;
The game will actively try to avoid generating schematics with research projects that the player has already completed. It is also impossible for schematics to contain projects that require [[techprint]]s{{RoyaltyIcon}}, or that are [[mechanitor]]-related{{BiotechIcon}}, with the exception of the [[Wastepack atomizer]] project, which can be generated without meeting either of the requirements to receive a [[Nano structuring chip]] or even having a [[Mechanitor]] pawn in your colony. In theory, if a single masterwork level schematic is read constantly without pause at normal game speed, it would take a around ~80 minutes to complete the project (Divide the 8000 point requirement by the 70 points per in-game hour gained by the schematic for how many in-game hours it would take [114.29 RW hours], multiply by 42 [how many real seconds in a RW hour, according to wiki] for 4800 real world seconds, or 80 minutes. Additionally, upon finishing the project using this method, the &amp;quot;Ultra Mechtech&amp;quot; project becomes available for normal research, assuming you meet the usual requirements minus the chip. This is most likely a bug, &amp;lt;sub&amp;gt;but it would be funny if it was intentional&amp;lt;/sub&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Schematics have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the schematic less effective overall.&lt;br /&gt;
&lt;br /&gt;
Colonists will try to avoid reading schematics that have been fully researched, unless no better book is available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 20 / Hour || 12 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 30 / Hour || 18 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 40 / Hour || 25 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 50 / Hour || 31 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 60 / Hour || 37 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 70 / Hour || 43 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 80 / Hour || 50 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As opposed to other book types, schematics cannot generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.&lt;br /&gt;
&lt;br /&gt;
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.&lt;br /&gt;
&lt;br /&gt;
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the &amp;quot;read&amp;quot; command. The colonist will then read the target book for an hour before putting it away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=Needs deeper comparison between fresh schematics and other recreation sources}}&lt;br /&gt;
Schematic research is impressively fast compared to research performed at a [[research bench]] or [[hi-tech research bench]]. Even an awful-quality schematic is on par with a researcher with an [[intellectual]] skill of 8, and a good schematic can surpass even a level 20 researcher. It is vastly superior to research benches for tribal starts wishing to research medieval projects or higher. The clear drawback is that you actually need to ''find'' a schematic first, and there is no guarantee that the schematics you do come across will actually contain useful projects.&lt;br /&gt;
&lt;br /&gt;
Unlike [[textbook]]s and [[novel]]s, schematics lose all of their additional utility after their research project is complete. However, schematics are always useful for filling out [[bookcase]]s to increase the room's [[reading bonus]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that schematics with two research are generally better for buying compared to single project ones&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Schematic Open east.png|East&lt;br /&gt;
Schematic Open north.png|North&lt;br /&gt;
Schematic Open south.png|south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Schematic Vertical east.png|East&lt;br /&gt;
Schematic Vertical north.png|North&lt;br /&gt;
Schematic Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Textbook&amp;diff=165639</id>
		<title>Textbook</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Textbook&amp;diff=165639"/>
		<updated>2025-07-20T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add Odyssey info about quests from books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Textbook&lt;br /&gt;
| image = Textbook.png&lt;br /&gt;
| description = A book which focuses on teaching skills.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 160&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = TextBook&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Textbooks''' are a type of [[book]] that provide [[recreation]] while increasing [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Textbooks, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Textbooks can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 100%. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Each textbook has one or more associated [[skill]]s. Colonists who read the book will gradually gain experience in those skills. The rate at which experience is gained and the maximum level to which the skill can be improved are both determined by the [[quality]] of the textbook. It is also modified by the [[passion]]s and [[Global Learning Factor]] of the colonist. The skill limit is checked against the colonist's learned skill level, and does not account for skill offsets from aptitudes given by traits, health conditions, or [[Genes#Aptitudes|genes]]{{BiotechIcon}}.&lt;br /&gt;
&lt;br /&gt;
It is possible to order colonists to prioritize high-quality textbooks or textbooks with specific skills by adjusting reading policies in the [[assign]] tab. It is also possible to order your colonists to only read textbooks, if you prefer to focus on skill-building.&lt;br /&gt;
&lt;br /&gt;
Textbooks have a 25% chance of generating with two skills instead of one. Reading the book will train both skills at the same time, but the amount of XP provided for both skill will be divided by 1.6.&lt;br /&gt;
&lt;br /&gt;
Colonists will try to avoid reading textbooks that they cannot learn anything from, unless no better book is available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Reading&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | XP Rate !! rowspan=2 | Max level&lt;br /&gt;
|-&lt;br /&gt;
! 1 skill !! 2 skills&lt;br /&gt;
|-&lt;br /&gt;
! Awful&lt;br /&gt;
| 125 / Hour || 78 / Hour || 2&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 188 / Hour || 117 / Hour || 5&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 250 / Hour || 156 / Hour || 8&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
| 312 / Hour || 195 / Hour || 10&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| 375 / Hour || 234 / Hour || 12&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork &lt;br /&gt;
| 438 / Hour || 273 / Hour || 14&lt;br /&gt;
|-&lt;br /&gt;
! Legendary &lt;br /&gt;
| 500 / Hour || 312 / Hour || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like any other book, textbooks will also train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour, in addition to the skills that the textbook generated with. This is calculated separately from the textbook's specific skills, and there is no soft limit to how high intellectual can be trained this way. However, this XP is gained at a fixed rate, and is not affected by the passions or learning rate of the pawn, quality of the book or the [[reading bonus]] of the room.&lt;br /&gt;
&lt;br /&gt;
Textbooks have 1% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the rate at which XP is gained from reading textbooks.&lt;br /&gt;
&lt;br /&gt;
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.&lt;br /&gt;
&lt;br /&gt;
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the &amp;quot;read&amp;quot; command. The colonist will then read the target book for an hour before putting it away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Textbooks are generally an excellent way of raising the skills of your colonists, and they easily outclass other forms of recreation in this regard. For reference, a [[billiards table]] will provide 0.004 [[shooting]] XP per {{Ticks|1}}, for a learning rate of 10 XP per hour.&lt;br /&gt;
&lt;br /&gt;
However, it should be noted that textbooks are the only recreation source with a maximum skill limit. An awful-quality textbook will train shooting faster than a billiards table only if the reader has a skill level below 2, and is utterly ineffective otherwise.&lt;br /&gt;
&lt;br /&gt;
Textbooks that teach the [[shooting]] and [[melee]] skills are highly valuable, as colony defense remains an important concern for all colonists at all times. [[Medical]] is another high-priority skill, as having a large number of skilled doctors in your colony will increase the chances of recovering survivors from a hostile raid. Textbooks teaching other skills are also valuable for training up new recruits with low skills, or re-specializing colonists with nothing better to do.&lt;br /&gt;
&lt;br /&gt;
More niche skills like [[artistic]] and [[intellectual]] are not as desirable for textbooks. These skills are usually only practiced by a few specialists within the colony, and can easily be trained while performing the relevant work.&lt;br /&gt;
&lt;br /&gt;
Textbooks with 2 skills provide a higher cumulative amount of XP, but less XP per skill. This generally makes dual-skill textbooks more valuable for raising skills overall, and single-skill textbooks more useful for raising a specific skill.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Textbook Open east.png|East&lt;br /&gt;
Textbook Open north.png|North&lt;br /&gt;
Textbook Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Textbook Vertical east.png|East&lt;br /&gt;
Textbook Vertical north.png|North&lt;br /&gt;
Textbook Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Textbooks can generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Novel&amp;diff=165638</id>
		<title>Novel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Novel&amp;diff=165638"/>
		<updated>2025-07-20T00:40:56Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Add Odyssey info about quests from books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Novel&lt;br /&gt;
| image = Novel.png&lt;br /&gt;
| description = A book containing fictional or true stories for the pleasure and edification of the reader.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 160&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Novel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
'''Novels''' are a type of [[book]] that can be read for [[recreation]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Novels, like all books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s, or earned through [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, there is a chance for your starting colonists to carry books as [[possessions]] based on their [[trait]]s or [[backstory]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Novels can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Novels in particular are focused around maximizing the amount of recreation gained when read. All novels receive a bonus to recreation based on their [[quality]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effect of Quality on Recreation&lt;br /&gt;
|-&lt;br /&gt;
! Quality !! Factor&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 120%&lt;br /&gt;
|-&lt;br /&gt;
! Poor &lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Normal &lt;br /&gt;
| 160%&lt;br /&gt;
|-&lt;br /&gt;
! Good &lt;br /&gt;
| 180%&lt;br /&gt;
|-&lt;br /&gt;
! Excellent &lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
! Masterwork &lt;br /&gt;
| 225%&lt;br /&gt;
|-&lt;br /&gt;
! Legendary &lt;br /&gt;
| 250%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All books have a base [[recreation power]] of 1, placing them on-par with the [[horseshoes pin]] and [[chess table]]. However, the novel's recreation gain multiplier allows it to reach impressively high rates of recreation. Even an awful-quality has a recreation power of 1.2, equal to that of a [[telescope]]. A normal-quality novel has a recreation power of 1.6, equal to that of a [[megascreen television]], which is the most entertaining [[building]] available. Recreation gain is further multiplied by the room's [[reading bonus]].&lt;br /&gt;
&lt;br /&gt;
The drawback is that colonists will eventually grow [[boredom|bored]] of reading and will need other forms of recreation, especially as their [[expectations]] increase.&lt;br /&gt;
&lt;br /&gt;
Novels have 5% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
'''Note: Template the following?'''&lt;br /&gt;
&lt;br /&gt;
All books can be efficiently stored in [[bookcase]]s, allowing them to provide a bonus to any reading and [[research]] activities taking place within the same room. Each book stored in a nearby bookcase will increase the effectiveness of reading.&lt;br /&gt;
&lt;br /&gt;
When reading for recreational purposes, colonists will choose which books to read at random. You can use the [[assign]] tab to specify which types of book a colonist is allowed to read, but you cannot assign a colonist to read any one specific book automatically.&lt;br /&gt;
&lt;br /&gt;
You can manually force a colonist to read a specific book by selecting the colonist, right-clicking either the book itself or the bookcase containing it, then issuing the &amp;quot;read&amp;quot; command. The colonist will then read the target book for an hour before putting it away.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|reason=More robust comparison to non-book joy sources, including ease of acquisition}}&lt;br /&gt;
Novels in particular are a decent option if your sole concern is efficiently entertaining colonists, despite lacking the additional utility of [[textbook]]s and [[schematic]]s.&lt;br /&gt;
&lt;br /&gt;
For less-developed colonies, textbooks and schematics are more useful. In these colonies, colonists tend to be more easily entertained, while [[skill]]s and [[research]] projects pose more pressing matters. For this reason, novels will usually just get in the way of more important reading.&lt;br /&gt;
&lt;br /&gt;
However, as research is completed and your colonists become more skilled, novels will become more useful by comparison.&lt;br /&gt;
&lt;br /&gt;
The high recreation rate of high-quality novels means that colonists can fill their recreation need much more quickly. This should result in less downtime, making your pawns colonists more productive.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Novel Open east.png|East&lt;br /&gt;
Novel Open north.png|North&lt;br /&gt;
Novel Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Novel Vertical east.png|East&lt;br /&gt;
Novel Vertical north.png|North&lt;br /&gt;
Novel Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Novels can generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
{{Nav|questitems|wide}}&lt;br /&gt;
{{nav|joy|wide}}&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Books&amp;diff=165637</id>
		<title>Books</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Books&amp;diff=165637"/>
		<updated>2025-07-20T00:33:13Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Odyssey map and quest from books info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Books''' are a category of items with similar mechanics that provide recreation and additional bonuses. There are four types of book:&lt;br /&gt;
* {{Icon small|Novel}} [[Novel]]&lt;br /&gt;
* {{Icon small|Textbook}} [[Textbook]]&lt;br /&gt;
* {{Icon small|Schematic}} [[Schematic]]&lt;br /&gt;
* {{Icon small|Tome}} [[Tome]]{{AnomalyIcon}}&lt;br /&gt;
* {{Icon small|Map}} [[Map]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Books come in three different basic forms: novels, textbooks, and schematics, plus a fourth, Tomes (see [[Books#Tomes|below]]), if the [[Anomaly_(DLC)|Anomaly DLC]] is installed. They can be read by colonists for [[Recreation]] purposes, as long as the colonist is not blind ([[sight]] capacity above 0%). Additionally, reading any book will train [[intellectual]] at a rate of 0.1 XP per {{Ticks|1}}, or 250 XP per in-game hour. Lastly, each different type of book has a different additional effect when read. &lt;br /&gt;
&lt;br /&gt;
[[Children]]{{BiotechIcon}} will sometimes want to read books to fulfill their [[learning]] need.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
Pawns with a passion for intellectual get a mood bonus from reading.{{Check Tag|Detail needed|Detail needed us Template:Thought}} +4 mood buff only active while reading confirmed for pawn with 1 flame passion for intellectual. +6 mood buff active whilst reading for pawns with 2 flame passion for intellectual 'I really love reading'.&lt;br /&gt;
&lt;br /&gt;
When a pawn is reading a book that is in a subject they are passionate for, that also receive a mood bonus. {{Check Tag|Detail needed|Detail needed us Template:Thought}} For example a pawn with 1 flame passion in construction receives a +6 mood buff 'Interesting textbook' when reading a textbook relevant to construction.&lt;br /&gt;
&lt;br /&gt;
Books can be placed in bookcases to provide a +0.8% [[reading bonus]] to a room each, up to +20%.&lt;br /&gt;
&lt;br /&gt;
Books can generate with a quest {{OdysseyIcon}}. Reading a book containing a quest has a chance to trigger such quest with a {{MTB}} of {{ticks|12500}}. Only a single quest may be generated per book.&lt;br /&gt;
&lt;br /&gt;
=== Selection ===&lt;br /&gt;
Colonists will only read books that are allowed by their reading policy. These policies can be configured and assigned via the [[assign]] tab.&lt;br /&gt;
&lt;br /&gt;
When choosing a book to read, colonists will consider the benefits of available books, and will try to avoid books that are not useful to them. This includes textbooks that teach [[skills]] the colonist is incapable of, and schematics for completed [[research]] projects.&lt;br /&gt;
&lt;br /&gt;
=== Recreation ===&lt;br /&gt;
Colonists can read books to gain &amp;quot;Reading&amp;quot; [[recreation]]. All books have an inherent [[recreation power]] of 1, placing them on par with the [[chess table]] and [[horseshoes pin]], but behind more advanced diversions such as the [[billiards table]], [[poker table]], or any form of [[television]].&lt;br /&gt;
&lt;br /&gt;
Unlike most forms of recreation, the recreational effectiveness of books can be affected by external factors, as the rate at which recreation is gained is multiplied by the room's [[reading bonus]]. Additionally, [[novel]]s gain a large multiplier on recreation based on their [[quality]].&lt;br /&gt;
&lt;br /&gt;
=== Assignment ===&lt;br /&gt;
[[File:Interface_assign_reading_policy.png|thumb|left|100px]]&lt;br /&gt;
You can choose which types of books colonists read by configuring their reading policy in the [[assignment]] tab. Policies can control what types of books colonists are allowed to read, the minimum and maximum [[quality]] of the books allowed, and which [[skills]] colonists should prioritize when selecting textbooks.&lt;br /&gt;
&lt;br /&gt;
== Novels ==&lt;br /&gt;
Novels have a recreation gain multiplier. They will fulfill the pawn's need for recreation faster. Novels have 5% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
* Awful: recreation gain multiplier x120%&lt;br /&gt;
* Poor: recreation gain multiplier x140%&lt;br /&gt;
* Normal: recreation gain multiplier x160%&lt;br /&gt;
* Good: recreation gain multiplier x180%&lt;br /&gt;
* Excellent: recreation gain multiplier x200%&lt;br /&gt;
* Masterwork: recreation gain multiplier x225%&lt;br /&gt;
* Legendary: recreation gain multiplier x250%&lt;br /&gt;
&lt;br /&gt;
== Textbooks ==&lt;br /&gt;
Pawns can read textbooks in order to increase their skills. The quality of the book determines their XP gain per hour. This is modified depending on whether the book teaches one or two skills (when teaching two skills the number seems to be divided by 1.6). Textbooks have 1% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
* Awful: 125 XP / hour (max level 2)&lt;br /&gt;
* Poor: 188 XP / hour (max level 5)&lt;br /&gt;
* Normal: 250 XP / hour (max level 8)&lt;br /&gt;
* Good: 312 XP / hour (max level 10)&lt;br /&gt;
* Excellent: 375 XP / hour (max level 12)&lt;br /&gt;
* Masterwork: 438 XP / hour (max level 14)&lt;br /&gt;
* Legendary: 500 XP / hour (max level 16)&lt;br /&gt;
&lt;br /&gt;
== Schematics == &lt;br /&gt;
Schematics increase research points in a certain [[research]]. Schematics can be found for research projects that have not been completed, unless all projects are completed. When two topics are touched the points gained per topic is lowered. {{Check Tag|how much?|this isn't 50/50, books with 2 topics provide more total points per hour than single topics. Same for tomes}} Schematics cannot generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
* Awful: 20 / hour&lt;br /&gt;
* Poor: 30 / hour&lt;br /&gt;
* Normal: 40 / hour&lt;br /&gt;
* Good: 50 / hour &lt;br /&gt;
* Excellent: 60 / hour&lt;br /&gt;
* Masterwork: 70 / hour&lt;br /&gt;
* Legendary: 80 / hour&lt;br /&gt;
&lt;br /&gt;
== Tomes ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
Tomes function similarly to schematics, except that they progress [[Anomaly]] research and have a chance to cause [[mental break]]s while being read. They are generally harder to obtain than other varieties of book. Tomes have 15% chance to generate with a quest{{OdysseyIcon}}.&lt;br /&gt;
&lt;br /&gt;
* Awful: 0.07 / hour&lt;br /&gt;
* Poor: 0.15 / hour&lt;br /&gt;
* Normal: 0.23 / hour&lt;br /&gt;
* Good: 0.30 / hour&lt;br /&gt;
* Excellent: 0.38 / hour&lt;br /&gt;
* Masterwork: 0.45 / hour&lt;br /&gt;
* Legendary: 0.52 / hour&lt;br /&gt;
&lt;br /&gt;
All tomes have [[mental break]] chance in range 1% - 5%, no matter quality. &lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
Maps, as opposed to other book types, do not have quality. However, they are always guaranteed to generate with a related quest.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Books and reading system added.&lt;br /&gt;
* [[Odyssey DLC]] Release - Added maps.&lt;br /&gt;
* [[Odyssey DLC]] Release - All book types (besides schematics) can generate with a quest that has a chance to be granted while reading the book.&lt;br /&gt;
&lt;br /&gt;
{{nav|joy|wide}}&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hidden_conduit&amp;diff=162466</id>
		<title>Hidden conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hidden_conduit&amp;diff=162466"/>
		<updated>2025-06-09T23:38:23Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include deconstruct/destroy yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General, infobox, also claims of invincibility seem exagerated in practice}}&lt;br /&gt;
{{See also|Power conduit| waterproof conduit}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Hidden conduit&lt;br /&gt;
| image = Hidden conduit.png&lt;br /&gt;
| description = Hidden electrical cables for moving power around. They're tougher than regular conduits, but also slower to build and more expensive.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| edifice = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| work to make = 280&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
A '''hidden conduit''' transmits [[power]] from generators or [[batteries]] to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rocks and ores. Hidden conduits differ from power conduits in that they are invincible, invisible, and immune to [[Events#Zzztt...|short circuits]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Unique mechanics &amp;lt;!--      &amp;lt;ai_neverTrashThis&amp;gt;true&amp;lt;/ai_neverTrashThis&amp;gt;&lt;br /&gt;
      &amp;lt;isTargetable&amp;gt;false&amp;lt;/isTargetable&amp;gt;&lt;br /&gt;
      &amp;lt;expandHomeArea&amp;gt;false&amp;lt;/expandHomeArea&amp;gt;&lt;br /&gt;
      &amp;lt;canBeDamagedByAttacks&amp;gt;false&amp;lt;/canBeDamagedByAttacks&amp;gt;--&amp;gt;}}&lt;br /&gt;
Hidden conduits transport power. There must be a direct connection to another conduit, [[power switch]], battery, or power source for a conduit to be able to transport power. Electric appliances, such as an electric stove, can link up to a conduit, battery, or generator up to 6 tiles away. Anything with the &amp;quot;Reconnect&amp;quot; gizmo can attach to a distant conduit, but conduits can't attach to a distant conduit.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Due to their invincibility, no effect on beauty, and resistance to [[Events#Zzztt...|short circuits]] they are superior to power conduits in every way. Unless truly strapped for steel or labor, they are always preferable.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=162465</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=162465"/>
		<updated>2025-06-09T23:36:38Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added deconstruct/destroy yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| image = Psychic emanator.png&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| cover = 0.20&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| marketvalue = 1300&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||25}} + {{Icon Small|advanced component||3}}&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''psychic emanator''' is a special building only received as a [[quest]] reward that provides a [[mood]] bonus to all [[human]] pawns around it when powered. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Psychic emanators cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to an emanator in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Psychic emanator radius.png|thumb|left|200px|Psychic emanator radius of effect]] When provided with {{#expr:-{{P|Power Consumption}}}}W of [[power]], a psychic emanator projects an aura in a 14.9-tile radius around itself. This radius is not blocked by any structure, including [[walls]]. All human pawns within the radius experience a {{Thought|desc=The psychic emanator makes me feel strange, but also very relaxed.|label=Psychic emanator soothe|value=+5}} bonus, directly scaled to the [[psychic sensitivity]] of the pawn. That is, a [[psychically hypersensitive]] pawn, with the resulting 180% sensitivity, will experience a {{+|9}} mood bonus, while a [[psychically deaf]] pawn with 0% sensitivity will have no change to their mood at all. All humans in range experience the thought - [[colonist]], [[raider]], and [[guest]], adult, child and [[baby]]{{BiotechIcon}} alike.&lt;br /&gt;
&lt;br /&gt;
The mood bonus only lasts for as long as a pawn remains within its area of effect.&lt;br /&gt;
&lt;br /&gt;
The effects of multiple emanators do not stack.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The mood bonus from the emanator immediately ends once the pawn moves out of its somewhat short range, however Mood [[Mood#Mechanics|moves gradually]] in response to changes. Having the mood stabilize at the higher level obviously helps while inside the radius, but the mood will also take time to tick down to baseline after leaving the area. The higher the mood bonus, the longer it will be in effect - a psychically hypersensitive pawn will have over an hour of time before their mood stabilizes. As such, it is advisable to place the emanator in places where pawns stay for long periods of time, or frequently spend time in. &lt;br /&gt;
&lt;br /&gt;
Suggestions include:&lt;br /&gt;
* Hospitals to help negate some of the negative effects of being bedridden with an illness. Note that pawns that are immobile or unconscious cannot break and are therefore a low priority for mood management.&lt;br /&gt;
* Near prison cells to reduce mental breaks.&lt;br /&gt;
* Near work spaces to provide a mood bonuses throughout the day - a pawn that spends all of its time in the field and then goes out of it to eat and sleep effectively has it 24/7. Ideal places include workshops, kitchens, [[meditation]] locations,{{RoyaltyIcon}} and any worksite that does not require the pawn to range over a large area.&lt;br /&gt;
* In shared spaces such as dining and rec rooms - this is less efficient on a per pawn basis but will increase the happiness of the colony as a whole more effectively.&lt;br /&gt;
* In Nurseries, due to [[children]]{{BiotechIcon}} causing either a {{Thought|desc=It's sad to see that the young folk are struggling.|label=sad youngsters|value=-2|stack=3}} or {{Thought|desc=It's nice to see that the young folk are doing well.|label=happy youngsters|value=+2|stack=3}} to colonists without the [[Psychopath]] trait, babies do not have many mood offsets and frequently have their moods decrease due to their play need not being satisfied or just not going to sleep.&lt;br /&gt;
* In areas frequented by particularly break-prone pawns, such as those with the [[Depressive]] trait or that have recently lost family members.&lt;br /&gt;
&lt;br /&gt;
As mood does not change while sleeping, it should not be placed near bedrooms&lt;br /&gt;
&lt;br /&gt;
Because of the rarity and high value of the emanator, you can wall to prevent angry pawns from destroying it during a [[tantrum]], or raiders from damaging or stealing it. &lt;br /&gt;
&lt;br /&gt;
If targeted at improving the mood of a specific pawn or pawns, consider enhancing their [[psychic sensitivity]] to maximize the effect on their mood. [[Eltex]] clothing{{RoyaltyIcon}} is ideal, especially if the mood boost is not intended to be permanent, but a variety of methods exist. For a full list of potential enhancers, see the [[Psychic Sensitivity]] page.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav/questitems}}&lt;br /&gt;
[[Category:Special]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infinite_chemreactor&amp;diff=162464</id>
		<title>Infinite chemreactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infinite_chemreactor&amp;diff=162464"/>
		<updated>2025-06-09T23:34:46Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added destroy yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building&lt;br /&gt;
| name = Infinite chemreactor&lt;br /&gt;
| image = Infinite chemreactor.png&lt;br /&gt;
| description = Slowly generates chemfuel by a complex series of chemical reactions, using atoms extracted from the air.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| placeable = True&lt;br /&gt;
| minifiable = True&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| mass base = 35&lt;br /&gt;
| cover = 1&lt;br /&gt;
| marketvalue = 1500&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|steel||100}} + {{Icon Small|advanced component||3}}&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| power = -300&lt;br /&gt;
| tradeTags = ExoticBuilding&lt;br /&gt;
}}&lt;br /&gt;
The '''infinite chemreactor''' is a [[Events#World incidents|quest]] reward building that produces [[chemfuel]] as long as it is powered.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Infinite chemreactors cannot be constructed nor bought from [[trader]]s. Instead they can only be acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a chemreactor in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An infinite chemreactor generates {{Icon Small|Chemfuel||75}} [[chemfuel]] every {{Ticks/gametime|600000}} as long as it is powered by {{#expr:-{{P|Power Consumption}}}}W. This requires no input or work from any pawns. When it is done producing chemfuel, it will drop a stack of 75 onto an empty adjacent tile. Progress is retained if the reactor is unpowered. Progress to the next batch of chemfuel is displayed in the info panel when the reactor is selected.&lt;br /&gt;
&lt;br /&gt;
When destroyed the chemreactor explodes, dealing 10 [[Damage Type#Flame|Flame]] damage to everything in 8 tile radius. While the explosion itself doesn't create [[fire]]s, things damaged by the explosion may ignite.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is a slow way of obtaining chemfuel, especially in the mid-game stage where you're most likely to get this item. It generates {{Icon Small|chemfuel||7.5}} chemfuel a day, compared to {{Icon Small|chemfuel||35}} for every batch made at a [[refinery]] or {{Icon Small|chemfuel||{{Q|Boomalope|Daily Milk Average}}}} per day extracted from a [[boomalope]]. &lt;br /&gt;
&lt;br /&gt;
It generates more chemfuel per day than a single [[chemfuel powered generator]] consumes. The infinite chemreactor consumes {{#expr:-{{P|Power Consumption}}}}W, while a single chemfuel powered generator produces {{Q|Chemfuel powered generator|Power Consumption}}W, resulting in a generated power surplus of {{#expr:{{Q|Chemfuel powered generator|Power Consumption #}}+{{P|Power Consumption #}}}}W and a chemfuel surplus of 3 per day. This makes the infinite chemreactor a slow but sustainable tool for passively generating both free energy and chemfuel, if you can get your hands on one. &lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 [[chemfuel powered generator]]s ({{Icon Small|chemfuel||22.5}} per day), for a generated power surplus of 4,100W.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Given the description of how it works, the infinite chemfuel reactor may possibly be [https://en.wikipedia.org/wiki/In_situ_resource_utilization a late-midworld technology] rather than glitterworld or even transcendent in origin like the other quest items.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|special|wide}}&lt;br /&gt;
{{Nav/questitems}}&lt;br /&gt;
[[Category:Special]]&lt;br /&gt;
[[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Telescope&amp;diff=162463</id>
		<title>Telescope</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Telescope&amp;diff=162463"/>
		<updated>2025-06-09T23:32:47Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Added deconstruct/destroy yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Telescope&lt;br /&gt;
| image = Telescope.png&lt;br /&gt;
| description = A telescope for doing amateur astronomy. It's a relaxing hobby for a certain kind of person. Can only be used outdoors.&lt;br /&gt;
| type  = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| hp = 75&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| marketvalue = 350&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| mass base = 7.5&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| has quality = false&lt;br /&gt;
&amp;lt;!-- Defined but still uncrafteable&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| recreation power = 1.2&lt;br /&gt;
| recreation type = Telescope study&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 25 + {{Icon Small|Component}} 0 - 1&lt;br /&gt;
| destroyyield = {{Icon Small|Steel}} 12 - 13 + {{Icon Small|Component}} 0 - 1&lt;br /&gt;
}}&lt;br /&gt;
A '''telescope''' is a [[recreation]] item that provides &amp;quot;{{P|Recreation Type}}&amp;quot; recreation to a single [[colonist]] using it, with a power of {{#expr:100*{{P|Recreation Power}}}}%. It also slowly increases the [[Skills#Intellectual|Intellectual]] skill. It can only be obtained through [[trade]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Telescopes cannot be crafted, instead they are only available through [[trade]] or as a reward from [[quests]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Telescopes can only be used if the tile that they are placed on is unroofed. Note that the interaction spot need not be unroofed. &lt;br /&gt;
&lt;br /&gt;
Using a telescope slowly increases the [[Skills#Intellectual|Intellectual]] skill of the user at a rate of 0.004 XP per {{Ticks|1}}&lt;br /&gt;
&lt;br /&gt;
A pawn must have a [[Sight]] capacity above 0% to use a telescope.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A telescope is a useful item to obtain if you need to increase recreational variety.  While all telescopes only have 120% recreational power, they provide a unique [[Recreation]] &amp;quot;study&amp;quot; type that cannot be obtained from any other item. This means the lack of accrued boredom more than makes up for a base recreation power between tier one and two recreational items and unaffected by [[quality]] modifiers.&lt;br /&gt;
&lt;br /&gt;
Colonists using a telescope will also gain a small amount of Intellectual skill, however this is generally not enough to warrant specific action from the player. &lt;br /&gt;
&lt;br /&gt;
=== Placement ===&lt;br /&gt;
While the description states that it must be placed &amp;quot;outside&amp;quot;, a telescope can be placed on any unroofed tile. Furthermore, only the telescope tile itself needs to be unroofed; the interaction tile can remain roofed. Thus, a colonist can be kept both indoors and out of the [[weather]] by simply unroofing a single tile inside the usual rec room and even gain the usual &amp;quot;impressive rec room&amp;quot; [[mood]] buff.  A chair can also be placed on the interaction tile to provide [[comfort]] to colonist using it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite being uncraftable, there is a partial recipe defined for the telescope in the game files. Namely, {{icon Small|steel}} 50 [[steel]] and {{icon Small|Component}} 1 [[component]]. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added with the addition of Joy&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Recreation]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=162462</id>
		<title>Megascreen television</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=162462"/>
		<updated>2025-06-09T23:30:40Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Updated market value, added deconstruct and destroy yield info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| image = Megascreen television.png&lt;br /&gt;
| description = A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining. Picks up transmissions from ancient satellites and ubiquitous data cards.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| hp = 85&lt;br /&gt;
| power = -450&lt;br /&gt;
| marketvalue = 1485&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| recreation power = 1.6&lt;br /&gt;
| recreation type = Television watching&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 130 + {{Icon Small|Component}} 11&lt;br /&gt;
| destroyyield = {{Icon Small|Steel}} 55 + {{Icon Small|Component}} 5 - 6&lt;br /&gt;
}}&lt;br /&gt;
{{For|a quick comparison of all 3 television types|Television}}&lt;br /&gt;
A '''megascreen television''' is a [[recreation]] item that provides &amp;quot;{{P|Recreation Type}}&amp;quot; recreation to [[colonist]]s in an area in front of it. It is functionally similar to other types of [[television]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Megascreen televisions cannot be constructed. Instead, it can only be bought from traders, found in [[ancient shrine]]s, or obtained from a quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Television Summary|7|6}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It has a 6x7 area of effect on the other side of a 1 space gap in front of the TV. Seats need not face the TV.&lt;br /&gt;
&lt;br /&gt;
These TVs can be placed in front of many [[hospital bed]]s to entertain the patients. The patients will be entertained whether they face the TV or not as long as the head part of the bed is within the TV's area of effect.&lt;br /&gt;
&lt;br /&gt;
Because of its huge size, it may be hard to find a good position for it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, {{icon Small|steel}} 260 [[steel]] and {{icon Small|Component}} 22 [[component]]s. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. Sick people in bed can now watch TV&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Recreation]] [[Category:Television]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yqw9zfv3w55bcmro&amp;topic_postId=yra8jksj9icm6czo&amp;topic_revId=yra8jksj9icm6czo&amp;action=single-view</id>
		<title>Topic:Yqw9zfv3w55bcmro</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yqw9zfv3w55bcmro&amp;topic_postId=yra8jksj9icm6czo&amp;topic_revId=yra8jksj9icm6czo&amp;action=single-view"/>
		<updated>2025-05-13T16:35:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Sokyran&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Sokyran (page does not exist)&quot;&gt;&lt;bdi&gt;Sokyran&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Sokyran&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Sokyran (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Sokyran&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Sokyran&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yqw9zfv3w55bcmro&amp;amp;topic_showPostId=yra8jksj9icm6czo#flow-post-yra8jksj9icm6czo&quot;&gt;commented&lt;/a&gt; on &quot;Expiration date of peace talks.&quot; (&lt;em&gt;I did a quick search, seems it&amp;#039;s in XML for the peace talks quest: &amp;lt;delayTicks&amp;gt;$(randInt(12,28)*60000)&amp;lt;/delayTicks&amp;gt;&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=161967</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=161967"/>
		<updated>2025-05-11T21:14:25Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Include info on unnatural healing and basic assault chance. Everything else has weight of 1, meaning they have the same chance (ignoring situation where those are forced by creepjoiner type).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
{{Stub|reason=Missing a ton of detail on the various effects. Also i don't think the term is used in game - might be an idea to explain that similar to [[Pawn]]}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. They are pawns who will randomly arrive at your colony offering to join, often providing great benefits however potentially bringing a hidden downside. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random [[human]] pawn appears with a request to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. Upon speaking to them, three options are presented: To accept their request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request. &lt;br /&gt;
&lt;br /&gt;
If rejected or ignored, they either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some downsides, there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some creepjoiner types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced Anomaly Research if taken prisoner, as can the [[Entities|entities]] they spawn. They give 2 Advanced Research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee - Usually has many surgical scars and/or removed body parts&lt;br /&gt;
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[perfect memory]] and [[industrious]] trait and 14 to 18 in all skills. The perfect memory trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research&lt;br /&gt;
* Unnatural healing - Has the Unnatural healing ability that replicates the effects of a [[Healer mech serum]] with a 25% chance to transform the target pawn's arm into a [[Flesh tentacle]]. &lt;br /&gt;
** It has weight of 0.5, meaning it's half as likely to be chosen than any other benefit (unless forced by creepjoiner type, like blind healer)&lt;br /&gt;
* Shambler overlord — Has an ability to create friendly [[shambler]]s through a release [[Research#Deadlife_dust|deadlife dust]] cloud power.&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Can self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill pawns, turning them into twisted flesh.&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
* At time of writing, this ability stuns its target for 4.5 seconds while being applied, the stun lasts for the full duration even when the ability is cancelled. This allows the user to stun an unlimited number of pawns indefinitely by repeatedly applying and cancelling the ability&lt;br /&gt;
| Single non-[[mechanoid]] pawn. &amp;lt;br/&amp;gt;Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
* Generates [[Twisted meat]] where target once stood.&lt;br /&gt;
| Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of steel or steel chunk into an equivalent amount of twisted flesh, gold, plasteel, bioferrite, or uranium.&lt;br /&gt;
* Can also target any stuffable steel item or building, changing its material type to gold, plasteel, bioferrite, or uranium.&lt;br /&gt;
| 1-75 steel, steel chunks, items, and buildings.&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Releasee a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[Shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| Any non-mechanoid corpse &lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[Mechanoid|mechanoid]] [[corpse]] into a [[Fleshbeast]] hostile to humans.&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.01]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse in [[Line of sight|LoS]]. &lt;br /&gt;
| 25-tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners will have one downside applied to them upon spawning, which occurs after a 3-30 day delay while living at your colony. These downsides include:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart. Enslaved or jailed creepjoiners will not desert until they are freed. A creepjoiner captured while deserting and subsequently enslaved or recruited will not attempt to desert again.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. '' &lt;br /&gt;
* Traitor — The colonist will suddenly become hostile. This will also trigger either the fleshbeast emergence or sightstealer attack, should it apply.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]] .&lt;br /&gt;
* [[Crumbling mind]] — The colonist will experience severe mental degeneration that renders them incapable of most tasks within a few days. This can be healed with a [[healer mech serum]] or by having another creepjoiner use Unnatural Healing.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection.&lt;br /&gt;
* [[Void fascination]] — The colonist will have a [[Mental break#Entity liberator|Entity Liberator]] mental break regularly and attempt to free all of your contained [[entities]]. This is immediately apparent due to being a trait. {{Check Tag|No entities?|what happens if there are no entities to free? is this replaced by another action or does the mental break still occur and just end up being treated like a daze?}}&lt;br /&gt;
* Psychic agony — The colonist emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|Agony pulse]], on average once every 30 days, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily and leave them in lingering pain. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
** If a surgical inspection is done on a creepjoiner with psychic agony, the results will be: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it''&amp;quot;&lt;br /&gt;
** This Event triggers on a random timer. When it happens, surrounding pawns within the 15-tile radius area of effect (including animals, insects, entities, and humans) that can feel pain will gain 100% pain for a few seconds,{{Check Tag|Exact duration?}} reduced to 25% soon after, which lingers for 2-5 days. This can be sufficient to kill pawns.&lt;br /&gt;
* [[Organ decay]] — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and/or [[lung]]s.&lt;br /&gt;
* [[Disturbing]] — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood. This is immediately apparent due to it being a trait. Removing the pawn's tongue nullifies this effect at the cost of a permanent mood debuff to the creepjoiner. &lt;br /&gt;
&lt;br /&gt;
Separate from the downsides above, creepjoiners will become hostile if they receive friendly fire damage or if a colonist attempts to enslave them once their will reaches 0. This aggressive response to friendly fire damage or enslavement can only occur once. When recruiting or enslaving creepjoiners, it's recommended to sedate them, punch them once to trigger their initial friendly fire hostility, and proceed to capture and recruit or enslave them like any other hostile pawn.&lt;br /&gt;
&lt;br /&gt;
If they become hostile, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
** It has weight of 3, meaning it's 3 times more likely to be chosen than other hostility hostility responses&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the creepjoiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s:&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... '' &lt;br /&gt;
&lt;br /&gt;
They are not able to romance ordinary pawns, however, they can romance other creepjoiners, or form relationships with pawns with the [[Psychic bonding]] gene,{{BiotechIcon}} such as [[Highmates]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Marriage_Creepjoiners.png|'''Marriage ceremony between two creepjoiners. Other pawns from the colony are participating.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creepjoiners initially start as Unwaveringly Loyal. If you allow them to join your colony, the Unwaveringly Loyal aspect is removed permanently. If arrested before joining, like by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;.''&amp;quot; option when first speaking to them, they can only be recruited through either a [[Brainwipe]] [[Ritual]] {{AnomalyIcon}} to remove the Unwaveringly Loyal condition, or [[Slavery|enslavement]] {{IdeologyIcon}} by reducing their 80-90 base will to 0 and emancipating them.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them. Some creepjoiners such as the perfect human can be incredible and frankly game-changing if acquired, however, one must decide whether the potential risks they may bring are worth it. You may also want to consider the potential downsides of not recruiting the creepjoiner (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[Doctoring#Surgical_inspection|Surgical inspection]] operation right after recruiting a creepjoiner can sometimes reveal their downside early (for example, Organ decay, Psychic agony, Crumbling mind, Metalhorror). However, a surgical inspection doesn't reveal all potential downsides (for example, Desertion), so vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
The progression of Crumbling mind or Organ decay disease in creepjoiners will be halted by placing them in a [[Cryptosleep casket]] until a cure is available, such as a replacement organ(s) or a [[Healer mech serum]]. This, however, will disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them isolated from other colonists, such as by utilising [[Allowed area|areas]] to restrict their movement or using a schedule that isolates them until the downside either is discovered or reveals itself. This can be beneficial if the downside turns out to be one that can potentially affect other colonists, such as a Metalhorror.&lt;br /&gt;
&lt;br /&gt;
Due to the risk of a recruited creepjoiner suddenly deserting the colony after a few days, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=161966</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=161966"/>
		<updated>2025-05-11T21:05:39Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Remove &amp;quot;Check tag&amp;quot; regarding blind healers in sightstealer attacks. There seems to be nothing in the game's code (outside of XML files) to make a specific outcome more or less likely. At most an outcome can be forced or forbidden through XML, but only forced unnatural healing and forbids nothing else.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]] with ids flr crosslinking, ability icons (where relevant) and mechanical details}}&lt;br /&gt;
{{Stub|reason=Missing a ton of detail on the various effects. Also i don't think the term is used in game - might be an idea to explain that similar to [[Pawn]]}}&lt;br /&gt;
Creepjoiners are an exclusive event for the [[Anomaly]] DLC. They are pawns who will randomly arrive at your colony offering to join, often providing great benefits however potentially bringing a hidden downside. You can encounter creepjoiners even if you have not yet activated the [[monolith]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A random [[human]] pawn appears with a request to join your colony. The pawn waits on the edge of your map for someone to be sent to talk to them. Upon speaking to them, three options are presented: To accept their request to join, to arrest the creepjoiner, or to refuse the creepjoiner's request. &lt;br /&gt;
&lt;br /&gt;
If rejected or ignored, they either depart peacefully or become hostile.&lt;br /&gt;
&lt;br /&gt;
Creepjoiners have a specific list of upsides and possible downsides. Not all combinations below are possible. For some downsides, there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some creepjoiner types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
Creepjoiners can be studied for Advanced Anomaly Research if taken prisoner, as can the [[Entities|entities]] they spawn. They give 2 Advanced Research with a cooldown of 2 days. The creepjoiner must be walking to be able to be studied.&lt;br /&gt;
&lt;br /&gt;
The [[monolith]] does not need to be active for creepjoiners to appear.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
&lt;br /&gt;
Main creepjoiner types (each has its unique backstory and equipment):&lt;br /&gt;
&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker — Has the [[Beautiful]] trait in addition to their other benefit&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer — Usually missing both eyes, which can be replaced with surgery&lt;br /&gt;
* Timeless one — Usually a very young adult&lt;br /&gt;
* Cult escapee - Usually has many surgical scars and/or removed body parts&lt;br /&gt;
* Lone genius - Always has the [[Too smart]] and [[Abrasive]] traits.&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
* Perfect human — Has the [[perfect memory]] and [[industrious]] trait and 14 to 18 in all skills. The perfect memory trait prevents their skills from degrading.&lt;br /&gt;
* Occultist — Has a bonus to research&lt;br /&gt;
* Unnatural healing - Has the Unnatural healing ability that replicates the effects of a [[Healer mech serum]] with a 25% chance to transform the target pawn's arm into a [[Flesh tentacle]]. &lt;br /&gt;
* Shambler overlord — Has an ability to create friendly [[shambler]]s through a release [[Research#Deadlife_dust|deadlife dust]] cloud power.&lt;br /&gt;
* Fleshcrafter — Has a Shape Flesh ability with a 1 hour cooldown, which converts a corpse into a [[fleshbeast]] that is hostile to all humans. The Fleshbeast created depends on the size of the corpse.&lt;br /&gt;
* Alchemist — Has a Transmute Steel ability with a 20 hour cooldown, which randomly converts one stack of [[steel]] or a steel slag chunk into [[plasteel]], [[uranium]], [[gold]], [[bioferrite]], or [[twisted meat]]; or a [[stuff]]able item or building made from steel into [[plasteel]], [[uranium]], [[gold]], or [[bioferrite]].&lt;br /&gt;
* Joybringer — Has the [[Joyous]] trait, which provides a passive {{good|+3}} '''joyous presence''' mood buff to all pawns in your colony anywhere within the same map&lt;br /&gt;
* Death refusal — Can self-resurrect themselves up to 4 times, healing lost limbs and organs each time. Scarring and resurrection sickness are possible.&lt;br /&gt;
* Body master — Has the [[body mastery]] trait, which completely removes the pawn's need for [[food]], [[sleep]], and [[comfort]].&lt;br /&gt;
* Psychic butcher — Has an ability that can instantly kill pawns, turning them into twisted flesh.&lt;br /&gt;
{| {{STDT| sortable c_07 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Effects !! Target !! Range !! Warmup&amp;lt;br/&amp;gt; Time !! Cooldown !! Charges&lt;br /&gt;
|- id=&amp;quot;Unnatural healing&amp;quot;&lt;br /&gt;
| Unnatural healing&amp;lt;br&amp;gt;[[File:UnnaturalHealing.png|64px]]&lt;br /&gt;
|''Use dark psychic influence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries. However, it may also have unexpected side effects.'' &lt;br /&gt;
* Has ability: [[File:UnnaturalHealing.png|16px]] Unnatural healing&lt;br /&gt;
|&lt;br /&gt;
* Replicates the effect of a [[healer mech serum]].&lt;br /&gt;
* 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]].&lt;br /&gt;
* At time of writing, this ability stuns its target for 4.5 seconds while being applied, the stun lasts for the full duration even when the ability is cancelled. This allows the user to stun an unlimited number of pawns indefinitely by repeatedly applying and cancelling the ability&lt;br /&gt;
| Single non-[[mechanoid]] pawn. &amp;lt;br/&amp;gt;Cannot target self. &lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|270}}&lt;br /&gt;
| {{Ticks/gametime|360000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Psychic slaughter&amp;quot;&lt;br /&gt;
| Psychic slaughter&amp;lt;br&amp;gt;[[File:PsychicSlaughter.png|64px]]&lt;br /&gt;
|''Use dark psychic power to induce chaotic reconfiguration of flesh. This kills a flesh creature in seconds and converts its body into a pile of twisted flesh.'' &lt;br /&gt;
* Has ability: [[File:PsychicSlaughter.png|16px]] Psychic slaughter&lt;br /&gt;
|&lt;br /&gt;
* On cast, instantly kills target.&lt;br /&gt;
* Generates [[Twisted meat]] where target once stood.&lt;br /&gt;
| Single non-[[mechanoid]] pawn in [[LoS]].&lt;br /&gt;
| 4.9 tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Transmute steel&amp;quot;&lt;br /&gt;
| Transmute steel&amp;lt;br&amp;gt;[[File:Transmutesteel.png|64px]]&lt;br /&gt;
|''Reconfigure steel at the atomic level, turning it into a random valuable material. Can target a stack of steel or a steel slag chunk.'' &lt;br /&gt;
* Has ability: [[File:Transmutesteel.png|16px]] Transmute steel&lt;br /&gt;
|&lt;br /&gt;
* Transforms any stack of steel or steel chunk into an equivalent amount of twisted flesh, gold, plasteel, bioferrite, or uranium.&lt;br /&gt;
* Can also target any stuffable steel item or building, changing its material type to gold, plasteel, bioferrite, or uranium.&lt;br /&gt;
| 1-75 steel, steel chunks, items, and buildings.&lt;br /&gt;
| Touch&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|50000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Release deadlife dust&amp;quot;&lt;br /&gt;
| Release deadlife dust&amp;lt;br&amp;gt;[[File:ReleaseDeadlifeDust.png|64px]]&lt;br /&gt;
|''Releasee a cloud of dust-like substance that will settle on nearby corpses and raise them as shamblers. The shamblers will only attack your enemies. Deadlife dust is made of nano-scale archites that penetrate and reanimate dead tissue at the cellular level.'' &lt;br /&gt;
* Has ability: [[File:ReleaseDeadlifeDust.png|16px]] Release deadlife dust&lt;br /&gt;
|&lt;br /&gt;
* Releases a [[deadlife dust]] cloud that reanimates any non-[[Mechanoid|mechanoid]] corpse within about a 5-tile radius as a friendly [[Shambler]] for {{Ticks/gametime|15000}}. &lt;br /&gt;
* Once the ability wears off, shamblers drop to the ground as corpses again and can be reanimated.&lt;br /&gt;
* Walls and other structures block the dust cloud. Blocked dust clouds will instead spread out in other directions.&lt;br /&gt;
| Any non-mechanoid corpse &lt;br /&gt;
| ~5 tiles&lt;br /&gt;
| {{Ticks|30}}&lt;br /&gt;
| {{Ticks/gametime|60000}}&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Shape flesh&amp;quot;&lt;br /&gt;
| Shape flesh&amp;lt;br&amp;gt;[[File:ShapeFlesh.png|64px]]&lt;br /&gt;
|''Induce a dark archotech to reconfigure a corpse into a horrendous fleshbeast. The fleshbeast will be hostile to all humans, including the one who created it.'' &lt;br /&gt;
* Has ability: [[File:ShapeFlesh.png|16px]] Shape flesh&lt;br /&gt;
|&lt;br /&gt;
* Transforms any non-[[Mechanoid|mechanoid]] [[corpse]] into a [[Fleshbeast]] hostile to humans.&lt;br /&gt;
* Resultant fleshbeast corresponds to the [[body size]] of the targeted corpse: &lt;br /&gt;
** {{#ask: [[Body Size::&amp;lt;0.74]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0 to 0.74}}: {{Icon Small|Fingerspike}} [[Fingerspike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;0.75]] [[Body Size::&amp;lt;3]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Between 0.75 to 3}}: {{Icon Small|Toughspike}} [[Toughspike]] or {{Icon Small|Trispike}} [[Trispike]].&lt;br /&gt;
** {{#ask: [[Body Size::&amp;gt;3.01]] [[Type::!Mechanoid]] | ?Body Size | limit = 0| searchlabel = Above 3}}: {{Icon Small|Bulbfreak}} [[Bulbfreak]].&lt;br /&gt;
| Single non-[[mechanoid]] corpse in [[Line of sight|LoS]]. &lt;br /&gt;
| 25-tiles&lt;br /&gt;
| {{Ticks|120}}&lt;br /&gt;
| {{Ticks/gametime|2500}}&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
&lt;br /&gt;
Creepjoiners will have one downside applied to them upon spawning, which occurs after a 3-30 day delay while living at your colony. These downsides include:&lt;br /&gt;
&lt;br /&gt;
* Nothing&lt;br /&gt;
* Desertion — The colonist will suddenly depart. Enslaved or jailed creepjoiners will not desert until they are freed. A creepjoiner captured while deserting and subsequently enslaved or recruited will not attempt to desert again.&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt; departure:''' &amp;lt;PAWN NAME&amp;gt; thanks you for your hospitality, but says that it is time for &amp;lt;PAWN'S PRONOUN&amp;gt; to move on. '' &lt;br /&gt;
* Traitor — The colonist will suddenly become hostile. This will also trigger either the fleshbeast emergence or sightstealer attack, should it apply.&lt;br /&gt;
* Metalhorror — The colonist is infected with a [[metalhorror]] .&lt;br /&gt;
* [[Crumbling mind]] — The colonist will experience severe mental degeneration that renders them incapable of most tasks within a few days. This can be healed with a [[healer mech serum]] or by having another creepjoiner use Unnatural Healing.&lt;br /&gt;
** Can be diagnosed early with a surgical inspection.&lt;br /&gt;
* [[Void fascination]] — The colonist will have a [[Mental break#Entity liberator|Entity Liberator]] mental break regularly and attempt to free all of your contained [[entities]]. This is immediately apparent due to being a trait. {{Check Tag|No entities?|what happens if there are no entities to free? is this replaced by another action or does the mental break still occur and just end up being treated like a daze?}}&lt;br /&gt;
* Psychic agony — The colonist emits an [[Hediffs/Anomaly/Global/Misc/Agony_pulse|Agony pulse]], on average once every 30 days, inflicting a large amount of psychic [[pain]] on nearby pawns. The pain is often enough to down your other colonists temporarily and leave them in lingering pain. [[Psychic sensitivity]] applies to this effect.&lt;br /&gt;
** If a surgical inspection is done on a creepjoiner with psychic agony, the results will be: &amp;quot;''&amp;lt;PAWN NAME&amp;gt; detected a faint but painful psychic presence emanating from &amp;lt;CREEPJOINER NAME&amp;gt; but failed to understand what was causing it''&amp;quot;&lt;br /&gt;
** This Event triggers on a random timer. When it happens, surrounding pawns within the 15-tile radius area of effect (including animals, insects, entities, and humans) that can feel pain will gain 100% pain for a few seconds,{{Check Tag|Exact duration?}} reduced to 25% soon after, which lingers for 2-5 days. This can be sufficient to kill pawns.&lt;br /&gt;
* [[Organ decay]] — The colonist will suddenly develop severe organ decay, requiring you to replace their [[heart]], [[liver]], [[kidney]]s, and/or [[lung]]s.&lt;br /&gt;
* [[Disturbing]] — The colonist upsets other colonists, giving them a {{bad|-2}} '''[name] rambling''' moodlet when interacting with them, which can stack up to {{--|12}} mood. This is immediately apparent due to it being a trait. Removing the pawn's tongue nullifies this effect at the cost of a permanent mood debuff to the creepjoiner. &lt;br /&gt;
&lt;br /&gt;
Separate from the downsides above, creepjoiners will become hostile if they receive friendly fire damage or if a colonist attempts to enslave them once their will reaches 0. This aggressive response to friendly fire damage or enslavement can only occur once. When recruiting or enslaving creepjoiners, it's recommended to sedate them, punch them once to trigger their initial friendly fire hostility, and proceed to capture and recruit or enslave them like any other hostile pawn.&lt;br /&gt;
&lt;br /&gt;
If they become hostile, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence — A [[fleshbeast]] emerges from the creepjoiner, killing them in the process.&lt;br /&gt;
* Sightstealer attack — The joiner will scream and summon [[sightstealer]]s:&lt;br /&gt;
 '' '''&amp;lt;PAWN NAME&amp;gt;'s howl:''' &amp;lt;PAWN NAME&amp;gt; has let out a twisted half-human scream. In the distance, you can hear other screams answering the call. They are coming... '' &lt;br /&gt;
&lt;br /&gt;
They are not able to romance ordinary pawns, however, they can romance other creepjoiners, or form relationships with pawns with the [[Psychic bonding]] gene,{{BiotechIcon}} such as [[Highmates]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Marriage_Creepjoiners.png|'''Marriage ceremony between two creepjoiners. Other pawns from the colony are participating.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creepjoiners initially start as Unwaveringly Loyal. If you allow them to join your colony, the Unwaveringly Loyal aspect is removed permanently. If arrested before joining, like by choosing the &amp;quot;''Send &amp;lt;PAWN NAME&amp;gt; to capture &amp;lt;CREEPJOINER NAME&amp;gt;.''&amp;quot; option when first speaking to them, they can only be recruited through either a [[Brainwipe]] [[Ritual]] {{AnomalyIcon}} to remove the Unwaveringly Loyal condition, or [[Slavery|enslavement]] {{IdeologyIcon}} by reducing their 80-90 base will to 0 and emancipating them.&lt;br /&gt;
&lt;br /&gt;
== Pawn Kinds ==&lt;br /&gt;
{{:Creepjoiner/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Creepjoiners often have many powerful, colony-changing abilities. Evaluate the possible tradeoffs above, and be prepared to deal with sudden turncoat behavior. Inspect the pawn's entire bio and health tab carefully before recruiting them. Some creepjoiners such as the perfect human can be incredible and frankly game-changing if acquired, however, one must decide whether the potential risks they may bring are worth it. You may also want to consider the potential downsides of not recruiting the creepjoiner (such as an aggressive response).&lt;br /&gt;
&lt;br /&gt;
Performing a [[Doctoring#Surgical_inspection|Surgical inspection]] operation right after recruiting a creepjoiner can sometimes reveal their downside early (for example, Organ decay, Psychic agony, Crumbling mind, Metalhorror). However, a surgical inspection doesn't reveal all potential downsides (for example, Desertion), so vigilance is still necessary even when the inspection finds nothing.&lt;br /&gt;
&lt;br /&gt;
The progression of Crumbling mind or Organ decay disease in creepjoiners will be halted by placing them in a [[Cryptosleep casket]] until a cure is available, such as a replacement organ(s) or a [[Healer mech serum]]. This, however, will disable the creepjoiner until they're removed from the casket, so prepare to survive without their skills and abilities for what could potentially be an extended period of time.&lt;br /&gt;
&lt;br /&gt;
If a creepjoiner's downsides cannot immediately be determined then it may be useful to keep them isolated from other colonists, such as by utilising [[Allowed area|areas]] to restrict their movement or using a schedule that isolates them until the downside either is discovered or reveals itself. This can be beneficial if the downside turns out to be one that can potentially affect other colonists, such as a Metalhorror.&lt;br /&gt;
&lt;br /&gt;
Due to the risk of a recruited creepjoiner suddenly deserting the colony after a few days, you may want to consider whether or not it is worth giving them expensive or rare items (such as high-quality armor, weapons, or bionic parts). While this equipment can be recovered if the deserting creepjoiner is arrested, there is always the risk that your colonists will not catch them and you will consequently lose the equipment. To catch a deserting creepjoiner, it is advised to attack them to slow them down, and then capture them. Successfully arresting the deserter and then recruiting them again will make them join the colony permanently, without wanting to desert again.&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=IED_smoke_trap&amp;diff=161964</id>
		<title>IED smoke trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=IED_smoke_trap&amp;diff=161964"/>
		<updated>2025-05-11T17:10:50Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update version history, remove 1.1.0 entry as it came before smoke shells were added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security|&lt;br /&gt;
| name = IED smoke trap&lt;br /&gt;
| image = IED smoke trap.png&lt;br /&gt;
| description = A pair of smoke shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 40&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = IEDs&lt;br /&gt;
| thingCategories = BuildingsSecurity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 1400&lt;br /&gt;
| resource 1 = Smoke shell&lt;br /&gt;
| resource 1 amount = 2&lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
'''IED smoke traps''' are landmines that harmlessly explode into a cloud of non-damaging [[blind smoke]] when tripped.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:IED smoke trap radius.jpg|thumb|left|The radius of the IED smoke trap]]&lt;br /&gt;
{{IED Note}}&lt;br /&gt;
&lt;br /&gt;
When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, creating a cloud of [[blind smoke]] in a 8.6-tile radius.{{Check Tag|Verify Radius|How big is the resulting cloud? Current value is pre 1.4}} The explosion and resulting cloud deal no damage but multiplies the accuracy of ranged attacks through it by {{Bad|x70%}} and prevents [[turrets]], both friendly and enemy, from targeting pawns in or behind it. The cloud dissipates after approximately 30 seconds. &lt;br /&gt;
&lt;br /&gt;
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.{{Check Tag|Verify|verify this fact}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Set up basic ideas but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps}}&lt;br /&gt;
Smoke IEDS rarely see use both outside and inside of combat, mostly due to cost and that [[IED tox trap]]s {{BiotechIcon}} accomplish the same effect of reducing accuracy of only those in it while also being lethal with the sole exception of any pawns that would be immune to it, such as [[Mechanoid]]s and [[Waster]]s, this is where smoke traps come in to protect any colonist wandering into a dangerous area, place them near cover traps for areas colonists may stumble into during raids so they can make a getaway with less chance of getting shot.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_shell&amp;diff=161963</id>
		<title>EMP shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_shell&amp;diff=161963"/>
		<updated>2025-05-11T17:10:48Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update version history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|resource&lt;br /&gt;
| name = EMP shell&lt;br /&gt;
| image = Shell emp c.png&lt;br /&gt;
| description = A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = EMP&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius =  8.9&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| defName = Shell_EMP&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''EMP shell''' is a type of [[mortar shell]] that upon exploding, releases an [[EMP]] burst.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 25 if the [[Classic mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:EMP shell radius.jpg|thumb|left|From smallest to largest, the radius of the shell's AoE when fired, when a single shell cooks off, and when an entire stack cooks off.]]&lt;br /&gt;
When fired from a mortar, EMP shells deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius, stunning [[mechanoid]]s, [[turret]]s, [[generator]]s and other mortars for 25 seconds, and instantly but temporarily downing [[shield belt]]s, [[low-shield pack]]s,{{RoyaltyIcon}} [[mech low-shield]]s,{{RoyaltyIcon}} and [[mech high-shield]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 70% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, dealing 50 [[Damage Type#EMP|EMP]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
They are also used in the construction of [[IED EMP trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular [[high-explosive shell]]s, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.&lt;br /&gt;
&lt;br /&gt;
EMP shells are required to down [[mech high-shield]]s{{RoyaltyIcon}} from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.&lt;br /&gt;
&lt;br /&gt;
The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Shell emp a.png|One EMP shell&lt;br /&gt;
Shell emp b.png|Partial stack&lt;br /&gt;
Shell emp c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.&lt;br /&gt;
* 1.1 - crafting cost was increased (20 --&amp;gt; 25 steel, 1 --&amp;gt; 2 components).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -&amp;gt; 15 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=161962</id>
		<title>Smoke shell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smoke_shell&amp;diff=161962"/>
		<updated>2025-05-11T17:10:45Z</updated>

		<summary type="html">&lt;p&gt;Sokyran: Update version history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason=Images of fired AoE and one of stack AoE (1 shell and full stack designated by color) in a style similar to [[:File:Firefoam shell radius.png]]}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Smoke shell&lt;br /&gt;
| image = Smoke shell c.png&lt;br /&gt;
| description = A shell that generates a cloud of smoke when detonated, obscuring incoming shots and preventing turrets from locking on. Can be fired from mortars or installed as a trap. Explodes when damaged.&lt;br /&gt;
| type = Crafted resources&lt;br /&gt;
| type2 = Mortar shell&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue = 55&lt;br /&gt;
| mass base = 1.25&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 1.5&lt;br /&gt;
| damage = 0&lt;br /&gt;
| damage type = Smoke&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| blastRadius = 7.2&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 800&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Mortars&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| defName = Shell_Smoke&lt;br /&gt;
| thingCategories = MortarShells&lt;br /&gt;
| tradeTags = MortarShell&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
The '''smoke shell''' is a type of [[mortar shell]] that, upon exploding, releasing a cloud of [[smoke]] 7.2 tiles in radius. The cloud persists for ?? seconds.{{Check Tag|Duration?}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} The steel cost is increased to 35 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.&lt;br /&gt;
&lt;br /&gt;
It can also be purchased from [[traders]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When fired from a mortar, {{lc:{{P|Name}}}}s releases a cloud of [[smoke]] in a {{P|Blast Radius}} tile radius. The cloud persists for ?? seconds.{{Check Tag|Duration?}}&lt;br /&gt;
&lt;br /&gt;
When damaged beyond 20% of its health, it will explode after between {{Ticks|30}} and {{Ticks|60}}, releasing a cloud of smoke in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 11+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.&lt;br /&gt;
&lt;br /&gt;
They are also used in the construction of [[IED smoke trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Comparison to other smoke sources and vs just using a kinetic alternative}}&lt;br /&gt;
{{See also|Smoke launcher}}&lt;br /&gt;
&lt;br /&gt;
The radius from an exploding smoke shell is significantly larger than that of a fired smoke shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.&lt;br /&gt;
&lt;br /&gt;
At the cost of only {{Required Resources}}, they can be used to support melee pawns against ranged enemies. Typically this isn't worth it over other options, but sending [[fleshbeasts]]{{AnomalyIcon}} at enemies via [[psychic ritual]]{{AnomalyIcon}} spawns a lot of melee pawns close to enemies. A smoke shell helps them avoid ranged fire while getting into melee, improving survival rates when they are most vulnerable.  Because they spawn relatively close by and lock down ranged fire once they get into melee, the limited duration of the shell is less relevant and using a mortar ensures that your pawns are kept far away from danger.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Smoke shell a.png|One smoke shell&lt;br /&gt;
Smoke shell b.png|Partial stack&lt;br /&gt;
Smoke shell c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 35 -&amp;gt; 25 unless Classic Mortar difficulty option enabled.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category: Mortar shells]]&lt;/div&gt;</summary>
		<author><name>Sokyran</name></author>
	</entry>
</feed>