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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T01:05:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=146116</id>
		<title>Fleshmass nucleus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fleshmass_nucleus&amp;diff=146116"/>
		<updated>2024-05-30T21:52:03Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Fleshmass nucleus&lt;br /&gt;
| description = The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;br/&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
| image = Fleshmass nucleus.png&lt;br /&gt;
}}&lt;br /&gt;
The '''fleshmass nucleus''' is an [[entity]] added by the [[Anomaly DLC]] that will occasionally produce [[twisted meat]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This [[Entity]] is found after killing a [[Fleshmass heart]]. The heart will leave this as a dropped item, and it can be captured as you would any downed Entity.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The fleshmass nucleus can be contained on a [[holding platform]] or [[holding spot]]. It does not have a minimum containment strength, but must be contained to be studied and suppressed.&lt;br /&gt;
&lt;br /&gt;
The nucleus will constantly gain activity (Base 10% a day) as new flesh grows across its surface. A warden will need to suppress it to reduce its activity. If its activity reaches 100%, the flesh will reach critical mass and form a new fleshmass heart. This will occur wherever the nucleus is contained and spread across the map like before. The new fleshmass heart will have a unique biosignature, requiring you to collect new [[fleshmass neural lump]]s to kill it.&lt;br /&gt;
&lt;br /&gt;
The nucleus will also produce 2-6 piles of [[Twisted_meat|Twisted Meat]]. The amount of meat produced is random, with higher levels of activity producing more meat{{Check Tag|How much?}}. It does this at random intervals with an {{MTB}} of {{Ticks/gametime|60000}}, and a minimum time of {{Ticks/gametime|15000}}.&lt;br /&gt;
&lt;br /&gt;
If it is not needed, a nucleus that is not in containment can be disposed of by ordering a pawn to attack it until it is destroyed. A captured nucleus can be destroyed in the same way by releasing it first.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The fleshmass nucleus yields 3 [[bioferrite]] and 200W per day.&lt;br /&gt;
&lt;br /&gt;
When destroyed, a nucleus yields 2 [[shard]]s and twisted meat.{{Check Tag|How much?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to other entities, the fleshmass nucleus is much less dangerous when the colony does not have a strong containment cell; It cannot escape randomly, and there are no downsides to farming bioferrite from it as this does not influence activity gain. Use of an [[electroharvester]] will increase the rate of activity gain per day by 15%.&lt;br /&gt;
&lt;br /&gt;
Similar to the [[nociosphere]], at least one colonist should be available at any given time to keep the fleshmass nucleus' activity suppressed, especially if farmed for electricity.&lt;br /&gt;
&lt;br /&gt;
Keeping the nucleus at high activity may allow for the farming of large amounts of [[Twisted_meat|Twisted Meat]], which can be useful for feeding [[Ghoul|Ghouls]] and [[Warg|Wargs]], refining into [[Kibble]] for non-carnivorous animals, or refining into [[Chemfuel]]. The twisted meat produced by 1 nucleus kept at high activity can  fuel 8-10 [[Chemfuel_powered_generator|Chemfuel Generators]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FleshmassNucleusA.png&lt;br /&gt;
FleshmassNucleusB.png&lt;br /&gt;
FleshmassNucleusC.png&lt;br /&gt;
FleshmassNucleusD.png&lt;br /&gt;
FleshmassNucleusE.png&lt;br /&gt;
FleshmassNucleusF.png&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;
[[Category: Entities]]&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=146066</id>
		<title>Sightstealer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=146066"/>
		<updated>2024-05-27T05:01:16Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Sightstealer &lt;br /&gt;
| image = Sightstealer.png&lt;br /&gt;
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
| type = Entity&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| movespeed = 4.83&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] forcing it out of this state. Once it's out of this state it can be freely downed and captured.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it.  They can also walk through traps without triggering them.&lt;br /&gt;
&lt;br /&gt;
Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==	&lt;br /&gt;
A single Sightstealer is unlikely to be a threat to even a group of brand new colonists.  A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens.  They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.  &lt;br /&gt;
&lt;br /&gt;
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.&lt;br /&gt;
&lt;br /&gt;
Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=146055</id>
		<title>Sightstealer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sightstealer&amp;diff=146055"/>
		<updated>2024-05-26T22:11:33Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main|entity&lt;br /&gt;
| name = Sightstealer &lt;br /&gt;
| image = Sightstealer.png&lt;br /&gt;
| description = Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
}}&lt;br /&gt;
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] forcing it out of this state. Once it's out of this state it can be freely downed and captured.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it.  They can also walk through traps without triggering them.&lt;br /&gt;
&lt;br /&gt;
Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==	&lt;br /&gt;
A single Sightstealer is unlikely to be a threat to even a group of brand new colonists.  A large group ambushing a poor combatant could potentially be a problem, but only if a child wanders off alone or something equally irresponsible happens.  They are marginally more dangerous than an unarmed baseliner, with claws that can cause bleeding.  &lt;br /&gt;
&lt;br /&gt;
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.&lt;br /&gt;
&lt;br /&gt;
Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category: Entities]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117462</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117462"/>
		<updated>2022-11-07T08:22:29Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* As an enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.&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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.&lt;br /&gt;
&lt;br /&gt;
It is 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 [[rock 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.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
The negative thoughts inflicted by the apocriton covers the whole map, and is scaled by [[psychic sensitivity]] like psychic soothe and psychic droner. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a {{--|16}} mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a {{--|10}} mood debuff, and if the distance is greater than 12, the pawn receives a {{--|4}} mood debuff.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times.  Even though that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor|militors]] so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&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%.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117459</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117459"/>
		<updated>2022-11-07T08:18:01Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.&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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%.&lt;br /&gt;
&lt;br /&gt;
It is 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 [[rock 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.{{Check Tag|Verify}} Apocritons will jump when confronted by a melee enemy.&lt;br /&gt;
&lt;br /&gt;
The negative thoughts inflicted by the apocriton covers the whole map, and is affected by [[psychic sensitivity]] like psychic soothe and psychic droner. Though this effect has a long range, the value of the debuff is also affected by the pawn's distance to the apocriton. If the distance is 5 tiles or shorter, the pawn receives a -16 mood debuff, if the distance is between 5 and 12 tiles, the pawn receives a -10 mood debuff, and if the distance is greater than 12, the pawn receives a -4 mood debuff.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times.  Even though that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor|militors]] so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&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%.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117430</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117430"/>
		<updated>2022-11-07T03:01:39Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. It is also capable of leaping to several blocks away if confronted with a melee pawn.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times.  Even though that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militor|militors]] so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117429</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117429"/>
		<updated>2022-11-07T03:01:04Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. It is also capable of leaping to several blocks away if confronted with a melee pawn.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times.  Even though that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play. Its 400% heavy shield unit can be hard to break using ranged attacks, and it is harder to kill it using melee since it can disengage from melee combat using its leap ability. If you are unable to take it down quickly, prioritize on killing weaker mechanoids such as the [[militors|militor]] so the apocriton wastes its ability.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117428</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117428"/>
		<updated>2022-11-07T02:57:14Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. It is also capable of leaping to several blocks away if confronted with a melee pawn.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities for 30 times.  And given that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play. If you are unable to take it down quickly, prioritize on killing weaker mechs such as the [[militors]], [[scythers]], or [[tesserons]](since your mechanoid army is immune to fire).&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117427</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117427"/>
		<updated>2022-11-07T02:53:18Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* As an enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. It is also capable of leaping to several blocks away if confronted with a melee pawn.&lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities a limited number of times.  And given that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117426</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117426"/>
		<updated>2022-11-07T02:50:57Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. &lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities a limited number of times.  And given that apocriton's health pool is smaller relative to the other 2 bosses, you'll likely destroy it before this even comes into play.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117425</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117425"/>
		<updated>2022-11-07T02:49:50Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 80% [[EMP]] resistance, so EMP attacks stun it for 80% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. &lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities a limited number of times.  And given that apocriton's health pool is so small, you'll likely destroy it before this even comes into play.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117214</id>
		<title>Apocriton</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Apocriton&amp;diff=117214"/>
		<updated>2022-11-05T12:50:33Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&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.\n\nWhile 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;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 3.3&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunToxicNeedle&lt;br /&gt;
}}&lt;br /&gt;
Am '''apocriton''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Apocritons are mechanoids. They do not eat and are immune to [[toxic fallout]] and temperature extremes, despite having a Comfortable Temperature range. Like all mechanoids, they are vulnerable to [[EMP]] attacks. It has 40% [[EMP]] resistance, so EMP attacks stun it for 40% less time.&lt;br /&gt;
&lt;br /&gt;
===As an enemy===&lt;br /&gt;
You can summon a hostile Apocriton with a [[mechanitor]] and a [[mechband dish]], destroying the dish in the process. Therefore, summoning one requires the [[Research#High Mechtech|High Mechtech]] research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one.&lt;br /&gt;
&lt;br /&gt;
The apocriton is a psychically-present mechanoid commander who can resurrect recently-killed mechs and jump long distances. It carries a long-range [[toxic needle gun]] and is accompanied by other mechanoids. It can resurrect up to 30 fallen mechs and induces negative thoughts on nearby colonists. Apocritons will spawn with a heavy shield unit, which has a strength of 400%. &lt;br /&gt;
&lt;br /&gt;
Defeating a hostile apocriton will drop a [[nano structuring chip]]. This can be used to research [[Research#Ultra Mechtech|Ultra Mechtech]]. &lt;br /&gt;
&lt;br /&gt;
'''Summoning:'''&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 5x [[scyther]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 6x [[militor]], 4x [[scyther]], 4x [[tesseron]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 6x [[scyther]], 1x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 2x [[tunneler]], 2x [[diabolus]]&lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 1x [[tunneler]], 2x [[centipede]] (blaster), 2x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 10x [[militor]], 5x [[scyther]], 2x [[centipede]] (blaster), 3x [[diabolus]], 1x [[centurion]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 12x [[militor]], 10x [[lancer]], 5x [[tunneler]], 4x [[centipede]] (blaster), 1x [[war queen]] &lt;br /&gt;
# 1x Apocriton with heavy shield unit, 15x [[militor]], 10x [[scyther]], 8x [[centipede]] (blaster), 2x [[diabolus]], 1x [[war queen]]&lt;br /&gt;
&lt;br /&gt;
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3.&lt;br /&gt;
&lt;br /&gt;
Unlike other mechanoids, you can't [[mechanoid creation|gestate]] friendly apocritions. Along with the [[termite]], they are the only mechanoids that can't be friendly to your colony.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
The mysterious apocriton is an intelligent commander mechanoid and psychic warrior that harbors endless hatred for humanity. Not much is known about it, except that its psychic powers poison the human mind with rage. Its weapon is hatred.&lt;br /&gt;
&lt;br /&gt;
Much smaller and less durable than the other mechanoid boss units.&lt;br /&gt;
&lt;br /&gt;
This is it!  The final Biotech boss fight!  If you managed to find victory over the brutal war queen, apocriton shouldn't give you much trouble.  Apocriton spawns with several scythers and militors and has the ability to revive them.  However, all of these units have tiny attack range!  You can just stand back and destroy them over and over with gunfire. Like the war queen, apocriton can only use its abilities a limited number of times.  And given that apocriton's health pool is so small, you'll likely destroy it before this even comes into play.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Research&amp;diff=114579</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Research&amp;diff=114579"/>
		<updated>2022-10-29T07:18:19Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Industrial start */&lt;/p&gt;
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'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=General also base research points/unit time for each researcher before modifiers like research speed}}&lt;br /&gt;
{{See also|Research Speed}}&lt;br /&gt;
Once a player constructs a [[research bench]], and selects a project from the list of available research topics, a [[Work#Research|researcher]] will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the [[Research Speed|speed]] at which points are generated.&lt;br /&gt;
&lt;br /&gt;
Only one research project can be actively researched at a given time, regardless of the number of research facilities available.{{Check Tag|Multiple colonies?|Does this limit applies to all colonies or per colony? Regardless of answer, add clarification}} However, you can freely switch between research projects, even if another is already underway. The progress towards finishing each research project is retained, and the project will be resumed from that point when research on it is restarted&lt;br /&gt;
&lt;br /&gt;
Research difficulty is related to your faction's [[tech level]]. [[Scenario_system#New_Tribe_vs_New_Arrivals|New Tribes]] start with a tech level of &amp;quot;Neolithic&amp;quot; while [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] begin with a tech level of &amp;quot;Industrial&amp;quot;. Researching techs above your level is harder. So a neolithic tribe and an industrial colony will both find researching the Neolithic &amp;quot;Beer Brewing&amp;quot; project equally easy, but the new tribe will take 1.5x as long to research medieval &amp;quot;Plate Armor&amp;quot; and 2x as long to research any project in higher tech levels.{{Check Tag|Detail|How is the research penalty specifically implemented and applied - it appears to be a penalty to tribes for anything above neolithic (1.5 for medieval, 2 for above) and arrivals use the default values? What if a faction is defined as medieval but otherwise has no changes?}}&lt;br /&gt;
&lt;br /&gt;
Research is presented in a tech tree form, with earlier research placed to the left and later research more dependent on the earlier ones placed on the right. Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap.&lt;br /&gt;
&lt;br /&gt;
Besides the main research tab, modders can add separate research tabs for their research projects, so any new research projects appear there instead.&lt;br /&gt;
&lt;br /&gt;
==Research Projects==&lt;br /&gt;
&lt;br /&gt;
===Neolithic Research Projects===&lt;br /&gt;
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychoid brewing&amp;quot;&lt;br /&gt;
! Psychoid brewing&lt;br /&gt;
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tree sowing&amp;quot;&lt;br /&gt;
! Tree sowing&lt;br /&gt;
| Sow the local biome's natural [[trees]] in your fields.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000 {{ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beer brewing&amp;quot;&lt;br /&gt;
! Beer brewing&lt;br /&gt;
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Passive cooler&amp;quot;&lt;br /&gt;
! Passive cooler&lt;br /&gt;
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cocoa&amp;quot;&lt;br /&gt;
! Cocoa&lt;br /&gt;
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Tree sowing|Tree sowing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Devilstrand&amp;quot;&lt;br /&gt;
! Devilstrand&lt;br /&gt;
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pemmican&amp;quot;&lt;br /&gt;
! Pemmican&lt;br /&gt;
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recurve bow&amp;quot;&lt;br /&gt;
! Recurve bow&lt;br /&gt;
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{ref label|Tribal Start|A}}&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
|}&lt;br /&gt;
:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
===Medieval Research Projects===&lt;br /&gt;
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex clothing&amp;quot;&lt;br /&gt;
! Complex clothing&lt;br /&gt;
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.&lt;br /&gt;
| 600&lt;br /&gt;
| 600 {{ref label|Classic Start|B}}&lt;br /&gt;
| 900&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Complex furniture&amp;quot;&lt;br /&gt;
! Complex furniture&lt;br /&gt;
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Carpet making&amp;quot;&lt;br /&gt;
! Carpet making&lt;br /&gt;
| Weave beautiful [[carpets]] from [[cloth]].&lt;br /&gt;
| 800&lt;br /&gt;
| 800&lt;br /&gt;
| 1200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smithing&amp;quot;&lt;br /&gt;
! Smithing&lt;br /&gt;
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1050&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Stonecutting&amp;quot;&lt;br /&gt;
! Stonecutting&lt;br /&gt;
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.&lt;br /&gt;
| 300&lt;br /&gt;
| 300 {{ref label|Classic Start|B}}&lt;br /&gt;
| 450&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long blades&amp;quot;&lt;br /&gt;
! Long blades&lt;br /&gt;
| Craft [[longsword]]s and [[spear]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Plate armor&amp;quot;&lt;br /&gt;
! Plate armor&lt;br /&gt;
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Smithing|Smithing]]&amp;lt;/Br&amp;gt;[[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greatbow&amp;quot;&lt;br /&gt;
! Greatbow&lt;br /&gt;
| Craft [[greatbow]]s for killing enemies at great range.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 900&lt;br /&gt;
| [[#Recurve bow|Recurve bow]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Noble apparel&amp;quot;&lt;br /&gt;
! Noble apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Complex clothing|Complex clothing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Royal apparel&amp;quot;&lt;br /&gt;
! Royal apparel {{RoyaltyIcon}}&lt;br /&gt;
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Noble apparel|Noble apparel]]&amp;lt;br /&amp;gt;[[#Smithing|Smithing]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harp&amp;quot;&lt;br /&gt;
! Harp {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Complex furniture|Complex furniture]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Harpsichord&amp;quot;&lt;br /&gt;
! Harpsichord {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[Harpsichord]], a complex stationary musical instrument.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 750&lt;br /&gt;
| [[#Harp|Harp]]&amp;lt;/Br &amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
|}&lt;br /&gt;
:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
===Industrial Research Projects===&lt;br /&gt;
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. &lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug production&amp;quot;&lt;br /&gt;
! Drug production&lt;br /&gt;
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite refining&amp;quot;&lt;br /&gt;
! Psychite refining&lt;br /&gt;
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up production&amp;quot;&lt;br /&gt;
! Wake-up production&lt;br /&gt;
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice production&amp;quot;&lt;br /&gt;
! Go-juice production&lt;br /&gt;
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Penoxycyline production&amp;quot;&lt;br /&gt;
! Penoxycyline production&lt;br /&gt;
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Drug production|Drug production]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Electricity&amp;quot;&lt;br /&gt;
! Electricity&lt;br /&gt;
| Harness the power of electricity for a hundred different tasks.&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600 {{ref label|Classic Start|B}}&lt;br /&gt;
| 3200&lt;br /&gt;
| None&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Battery&amp;quot;&lt;br /&gt;
! Battery&lt;br /&gt;
| Build [[Battery|batteries]] for storing [[Power|electricity]].&lt;br /&gt;
| 400&lt;br /&gt;
| 400&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biofuel refining&amp;quot;&lt;br /&gt;
! Biofuel refining&lt;br /&gt;
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Watermill generator&amp;quot;&lt;br /&gt;
! Watermill generator&lt;br /&gt;
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nutrient paste&amp;quot;&lt;br /&gt;
! Nutrient paste&lt;br /&gt;
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.&lt;br /&gt;
| 400&lt;br /&gt;
| 400 {{ref label|Classic Start|B}}&lt;br /&gt;
| 800&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Solar panel&amp;quot;&lt;br /&gt;
! Solar panel&lt;br /&gt;
| Build [[solar panel]]s for electrical generation.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Air conditioning&amp;quot;&lt;br /&gt;
! Air conditioning&lt;br /&gt;
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.&lt;br /&gt;
| 500&lt;br /&gt;
| 500 {{ref label|Classic Start|B}}&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autodoor&amp;quot;&lt;br /&gt;
! Autodoor&lt;br /&gt;
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hydroponics&amp;quot;&lt;br /&gt;
! Hydroponics&lt;br /&gt;
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.&lt;br /&gt;
| 700&lt;br /&gt;
| 700&lt;br /&gt;
| 1400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tube television&amp;quot;&lt;br /&gt;
! Tube television&lt;br /&gt;
| Produce [[tube television]]s for [[Recreation|recreational]] watching.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;/Br &amp;gt;[[#Complex furniture|Complex furniture]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Packaged survival meal&amp;quot;&lt;br /&gt;
! Packaged survival meal&lt;br /&gt;
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Nutrient paste|Nutrient paste]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Firefoam&amp;quot;&lt;br /&gt;
! Firefoam&lt;br /&gt;
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;IEDs&amp;quot; id=&amp;quot;Ieds&amp;quot;&lt;br /&gt;
! IEDs&lt;br /&gt;
| Build improvised traps from any kind of mortar shell. &lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Geothermal power&amp;quot;&lt;br /&gt;
! Geothermal power&lt;br /&gt;
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].&lt;br /&gt;
| 3200&lt;br /&gt;
| 3200&lt;br /&gt;
| 6400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile materials&amp;quot;&lt;br /&gt;
! Sterile materials&lt;br /&gt;
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Colored lights&amp;quot;&lt;br /&gt;
! Colored lights&lt;br /&gt;
| Construct colored [[Standing lamp|lights]] for decorative purposes. Cosmetic only.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machining&amp;quot;&lt;br /&gt;
! Machining&lt;br /&gt;
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&amp;lt;/Br &amp;gt;[[#Smithing|Smithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokepop packs&amp;quot;&lt;br /&gt;
! Smokepop packs&lt;br /&gt;
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.&lt;br /&gt;
| 300&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;/Br &amp;gt;[[#Complex clothing|Complex clothing]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Prosthetics&amp;quot;&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunsmithing&amp;quot;&lt;br /&gt;
! Gunsmithing&lt;br /&gt;
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Machining|Machining]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flak armor&amp;quot;&lt;br /&gt;
! Flak armor&lt;br /&gt;
| Craft [[Flak jacket|clothing]]  [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Machining|Machining]]&amp;lt;/Br &amp;gt;[[#Plate armor|Plate armor]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mortars&amp;quot;&lt;br /&gt;
! Mortars&lt;br /&gt;
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blowback operation&amp;quot;&lt;br /&gt;
! Blowback operation&lt;br /&gt;
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Gunsmithing|Gunsmithing]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gas operation&amp;quot;&lt;br /&gt;
! Gas operation&lt;br /&gt;
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gun turrets&amp;quot;&lt;br /&gt;
! Gun turrets&lt;br /&gt;
| Produce simple [[Mini-turret|automated gun turrets]].&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Blowback operation|Blowback operation]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Microelectronics&amp;quot;&lt;br /&gt;
! Microelectronics &lt;br /&gt;
| Work with complex microelectronics.  This unlocks the [[Hi-tech research bench]] and [[comms console]].&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flatscreen television&amp;quot;&lt;br /&gt;
! Flatscreen television&lt;br /&gt;
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br /&amp;gt;[[#Tube television|Tube television]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Moisture pump&amp;quot;&lt;br /&gt;
! Moisture pump&lt;br /&gt;
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hospital bed&amp;quot;&lt;br /&gt;
! Hospital bed&lt;br /&gt;
| Construct [[hospital bed]]s which improve medical outcomes.&lt;br /&gt;
| 1200&lt;br /&gt;
| 1200&lt;br /&gt;
| 2400&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Sterile materials|Sterile materials]]{{ref label|Hidden Prerequisite|C}}&amp;lt;/Br &amp;gt;[[#Complex furniture|Complex furniture]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep drilling&amp;quot;&lt;br /&gt;
! Deep drilling&lt;br /&gt;
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ground-penetrating scanner&amp;quot;&lt;br /&gt;
! Ground-penetrating scanner&lt;br /&gt;
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Deep drilling|Deep drilling]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Transport pod&amp;quot;&lt;br /&gt;
! Transport pod&lt;br /&gt;
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Biofuel refining|Biofuel refining]] {{ref label|Hidden Prerequisite|C}}&amp;lt;/Br &amp;gt;[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Medicine production&amp;quot;&lt;br /&gt;
! Medicine production&lt;br /&gt;
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Drug production|Drug production]]&amp;lt;br /&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-range mineral scanner&amp;quot;&lt;br /&gt;
! Long-range mineral scanner&lt;br /&gt;
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Shields&amp;quot;&lt;br /&gt;
! Shields&lt;br /&gt;
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Complex clothing|Complex clothing]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Precision rifling&amp;quot;&lt;br /&gt;
! Precision rifling&lt;br /&gt;
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.&lt;br /&gt;
| 1400&lt;br /&gt;
| 1400&lt;br /&gt;
| 2800&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br /&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Autocannon turret&amp;quot;&lt;br /&gt;
! Autocannon turret&lt;br /&gt;
| Produce the heavy, long-ranged [[autocannon turret]].&lt;br /&gt;
| 1600&lt;br /&gt;
| 1600&lt;br /&gt;
| 3200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br /&amp;gt;[[#Gun turrets|Gun turrets]]&amp;lt;br /&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multibarrel weapons&amp;quot;&lt;br /&gt;
! Multibarrel weapons&lt;br /&gt;
| Assemble [[minigun]]s.&lt;br /&gt;
| 2600&lt;br /&gt;
| 2600&lt;br /&gt;
| 5200&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br /&amp;gt;[[#Gas operation|Gas operation]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Multi-analyzer&amp;quot;&lt;br /&gt;
! Multi-analyzer&lt;br /&gt;
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;/Br &amp;gt;[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vitals monitor&amp;quot;&lt;br /&gt;
! Vitals monitor&lt;br /&gt;
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br /&amp;gt;[[#Hospital bed|Hospital bed]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fabrication&amp;quot;&lt;br /&gt;
! Fabrication&lt;br /&gt;
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Advanced fabrication&amp;quot;&lt;br /&gt;
! Advanced fabrication&lt;br /&gt;
| Fabricate [[advanced component]]s from standard [[components]] and other materials.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Uranium slug turret&amp;quot;&lt;br /&gt;
! Uranium slug turret&lt;br /&gt;
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|[[#Multi-analyzer|Multi-analyzer]]&amp;lt;br /&amp;gt;[[#Autocannon turret|Autocannon turret]] {{ref label|Hidden Prerequisite|C}}&amp;lt;br /&amp;gt;[[#Precision rifling|Precision rifling]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piano&amp;quot;&lt;br /&gt;
! Piano {{RoyaltyIcon}}&lt;br /&gt;
| Craft the [[piano]], an advanced stationary musical instrument.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Harpsichord|Harpsichord]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jump packs&amp;quot;&lt;br /&gt;
! Jump packs {{RoyaltyIcon}}&lt;br /&gt;
| Build [[jump pack]]s to perform aerial assaults during combat&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&amp;lt;br /&amp;gt;[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech&amp;lt;br /&amp;gt;1x Jump packs [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gunlink&amp;quot;&lt;br /&gt;
! Gunlink {{RoyaltyIcon}}&lt;br /&gt;
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! Biosculpting{{IdeologyIcon}}&lt;br /&gt;
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in transhumanism.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bioregeneration&amp;quot;&lt;br /&gt;
! Bioregeneration{{IdeologyIcon}}&lt;br /&gt;
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|bioregeneration]] cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&amp;lt;br /&amp;gt;[[#Biosculpting|Biosculpting]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharger&amp;quot;&lt;br /&gt;
! Neural supercharger{{IdeologyIcon}}&lt;br /&gt;
| Construct [[Neural supercharger]] devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxifier generator&amp;quot;&lt;br /&gt;
! Toxifier generator{{BiotechIcon}}&lt;br /&gt;
| Create toxifier generators which generate electricity, but also spread pollution around themselves.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Xenogenetics&amp;quot;&lt;br /&gt;
! Xenogenetics{{BiotechIcon}}&lt;br /&gt;
| Create xenogerms which can be implanted in a person to genetically modify them. Extract genepacks from living people using a gene extractor so you can reimplant their genes into someone else.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene processor&amp;quot;&lt;br /&gt;
! Gene processor{{BiotechIcon}}&lt;br /&gt;
| Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity.&lt;br /&gt;
| 1500&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
| [[#Xenogenetics|Xenogenetics]]&amp;lt;br&amp;gt;[[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archogenetics&amp;quot;&lt;br /&gt;
! Archogenetics{{BiotechIcon}}&lt;br /&gt;
| Allows a gene assembler to use archite capsules to create seemingly-impossible genes. Archite genes and archite capsules can be obtained from traders.&lt;br /&gt;
| 2500&lt;br /&gt;
| 2500&lt;br /&gt;
| 5000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br&amp;gt;[[#Gene Processor|Gene Processor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer) &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest{{BiotechIcon}}&lt;br /&gt;
| Those with the deathrest gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertility procedures&amp;quot;&lt;br /&gt;
! Fertility procedures{{BiotechIcon}}&lt;br /&gt;
| Perform the surgeries necessary to create a test tube embryo from a fertile man and woman, then implant the embryo in a surrogate mother or growth vat. Also, perform sterilization surgeries on men and women.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox gas&amp;quot;&lt;br /&gt;
! Tox gas{{BiotechIcon}}&lt;br /&gt;
| Produce weapons that utilize caustic tox gas.&lt;br /&gt;
| 600&lt;br /&gt;
| 600&lt;br /&gt;
| 1200&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Basic mechtech&amp;quot;&lt;br /&gt;
! Basic mechtech{{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control basic-tier mechanoids.&lt;br /&gt;
| 200&lt;br /&gt;
| 200&lt;br /&gt;
| 400&lt;br /&gt;
| [[#Electricity|Electricity]]&lt;br /&gt;
| Simple (Mechanitor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard mechtech&amp;quot;&lt;br /&gt;
! Standard mechtech{{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a diabolus threat.&lt;br /&gt;
| 1000&lt;br /&gt;
| 1000&lt;br /&gt;
| 2000&lt;br /&gt;
| [[#Basic mechtech|Basic mechtech]]&lt;br /&gt;
| Simple (Mechanitor)&amp;lt;br&amp;gt;1x [[Signal chip]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High mechtech&amp;quot;&lt;br /&gt;
! High mechtech{{BiotechIcon}}&lt;br /&gt;
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a war queen threat.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Standard mechtech|Standard mechtech]]]&amp;lt;br&amp;gt;[[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br&amp;gt;1x [[Powerfocus chip]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wastepack atomizer&amp;quot;&lt;br /&gt;
! Wastepack atomizer{{BiotechIcon}}&lt;br /&gt;
| Build [[wastepack atomizer]]s which can safely dispose of toxic wastepacks by decomposing them at the molecular level.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Simple&amp;lt;br&amp;gt;1x [[Nano structuring chip]]&lt;br /&gt;
|}&lt;br /&gt;
:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
===Spacer Research Projects===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cryptosleep caskets&amp;quot;&lt;br /&gt;
! Cryptosleep caskets&lt;br /&gt;
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Multi-analyzer|Multi-analyzer]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Recon armor&amp;quot;&lt;br /&gt;
! Recon armor&lt;br /&gt;
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Fabrication|Fabrication]] &amp;lt;br /&amp;gt; [[#Complex clothing|Complex clothing]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marine armor&amp;quot;&lt;br /&gt;
! Marine armor&lt;br /&gt;
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Recon armor|Recon armor]] &amp;lt;br /&amp;gt; [[#Complex clothing|Complex clothing]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pulse charged munitions&amp;quot;&lt;br /&gt;
! Pulse charged munitions&lt;br /&gt;
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Precision rifling|Precision rifling]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bionic replacements&amp;quot;&lt;br /&gt;
! Bionic replacements&lt;br /&gt;
| Build high-tech bionic body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000?&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight basics&amp;quot;&lt;br /&gt;
! Starflight basics&lt;br /&gt;
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Advanced fabrication|Advanced fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starflight sensors&amp;quot;&lt;br /&gt;
! Starflight sensors&lt;br /&gt;
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.&lt;br /&gt;
| 4000&lt;br /&gt;
| 4000&lt;br /&gt;
| 8000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br /&amp;gt;[[#Long-range mineral scanner|Long-range mineral scanner]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum cryptosleep casket&amp;quot;&lt;br /&gt;
! Vacuum cryptosleep casket&lt;br /&gt;
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.&lt;br /&gt;
| 2800&lt;br /&gt;
| 2800&lt;br /&gt;
| 5600&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&amp;lt;br /&amp;gt;[[#Cryptosleep casket|Cryptosleep casket]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Starship reactor&amp;quot;&lt;br /&gt;
! Starship reactor&lt;br /&gt;
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Johnson-Tanaka drive&amp;quot;&lt;br /&gt;
! Johnson-Tanaka drive&lt;br /&gt;
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Machine persuasion&amp;quot;&lt;br /&gt;
! Machine persuasion&lt;br /&gt;
| Build a reward-signal system to persuade an existing [[AI persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.&lt;br /&gt;
| 3000&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| [[#Starflight basics|Starflight basics]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cataphract armor&amp;quot;&lt;br /&gt;
! Cataphract armor {{RoyaltyIcon}}&lt;br /&gt;
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.&lt;br /&gt;
| 6000&lt;br /&gt;
| 6000&lt;br /&gt;
| 12000&lt;br /&gt;
| [[#Marine armor|Marine armor]]&lt;br /&gt;
| Hi-tech (Multi-analyzer) &amp;lt;br /&amp;gt;2x Cataphract Armor [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brain wiring&amp;quot;&lt;br /&gt;
! Brain wiring {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]  &amp;lt;br /&amp;gt; [[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech &amp;lt;br /&amp;gt; 1x Brain Wiring [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Specialized limbs&amp;quot;&lt;br /&gt;
! Specialized limbs {{RoyaltyIcon}}&lt;br /&gt;
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]] &amp;lt;br /&amp;gt; [[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br /&amp;gt; 1x Specialized Limbs [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Compact weaponry&amp;quot;&lt;br /&gt;
! Compact weaponry {{RoyaltyIcon}}&lt;br /&gt;
| Craft compact, concealable bionic weapons which can be embedded in various body parts.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]] &amp;lt;br /&amp;gt; [[#Prosthetics|Prosthetics]]&lt;br /&gt;
| Hi-tech&amp;lt;br /&amp;gt; 1x Compact Weaponry [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poison synthesis&amp;quot;&lt;br /&gt;
! Poison synthesis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Compact weaponry|Compact weaponry]]&lt;br /&gt;
| Hi-tech&amp;lt;br /&amp;gt; 1x Poison Synthesis [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Toxin filtration&amp;quot;&lt;br /&gt;
! Toxin filtration {{BiotechIcon}}&lt;br /&gt;
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;/br&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Simple&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! Growth vats {{BiotechIcon}}&lt;br /&gt;
| Construct growth vats which can gestate an embryo or accelerate a child's growth.&lt;br /&gt;
| 500&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| [[#Microelectronics|Microelectronics]]&lt;br /&gt;
| Hi-tech&lt;br /&gt;
|}&lt;br /&gt;
:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
===Ultra Research Projects{{RoyaltyIcon}}===&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Base cost&lt;br /&gt;
! Industrial start cost&lt;br /&gt;
! Tribal start cost&lt;br /&gt;
! Required Research&lt;br /&gt;
! Required Research Bench &amp;amp; Addon&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Artificial metabolism&amp;quot;&lt;br /&gt;
! Artificial metabolism {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]] {{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Artificial Metabolism [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural computation&amp;quot;&lt;br /&gt;
! Neural computation {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Neural Computation [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin hardening&amp;quot;&lt;br /&gt;
! Skin hardening {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Skin Hardening [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Healing factors&amp;quot;&lt;br /&gt;
! Healing factors {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Healing Factors [[Techprint]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Flesh shaping&amp;quot;&lt;br /&gt;
! Flesh shaping {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]]   [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Flesh Shaping [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Molecular analysis&amp;quot;&lt;br /&gt;
! Molecular analysis {{RoyaltyIcon}}&lt;br /&gt;
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Molecular Analysis [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Circadian influence&amp;quot;&lt;br /&gt;
! Circadian influence {{RoyaltyIcon}}&lt;br /&gt;
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
| 4000&lt;br /&gt;
| [[#Fabrication|Fabrication]]&amp;lt;br /&amp;gt;[[#Prosthetics|Prosthetics]]{{ref label|Hidden Prerequisite|C}}&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br /&amp;gt;1x Circadian Influence [[Techprint]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ultra mechtech&amp;quot;&lt;br /&gt;
! Ultra mechtech{{BiotechIcon}}&lt;br /&gt;
| The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an apocriton threat.&lt;br /&gt;
| 5000&lt;br /&gt;
| 5000&lt;br /&gt;
| 10000&lt;br /&gt;
| [[#High mechtech|High mechtech]]&amp;lt;br&amp;gt;[[#Fabrication|Fabrication]]&lt;br /&gt;
| Hi-tech (Multi-analyzer)&amp;lt;br&amp;gt;1x [[Nanostructuring chip]]&lt;br /&gt;
|}&lt;br /&gt;
:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked &lt;br /&gt;
:{{note label||Classic Start|B}} The Classic Start begin with this research unlocked &lt;br /&gt;
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Rewrite|section=1|reason=General, Cleanup, tone, etc}}&lt;br /&gt;
These are something of an &amp;quot;average&amp;quot; of what veteran players recommend. Variations exist, and should depending on your current map and personal playstyle and game goals.&lt;br /&gt;
&lt;br /&gt;
==== Industrial start ====&lt;br /&gt;
The suggested research path for Industrials (i.e. a &amp;quot;Crashlanded&amp;quot; start) is: &lt;br /&gt;
# [[Battery]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
# [[Solar panel|Solar panels]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
# [[Research#Microelectronics|Microelectronics]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
# [[Multi-analyzer]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
# [[Fabrication bench|Fabrication]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
# [[Research#Advanced Fabrication|Advanced fabrication]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. &lt;br /&gt;
After this, modern weapons&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; (at some level) should be researched, and the rest is up to you.&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1. If a [[World_generation#Rivers|river]] is nearby, the [[watermill generator]] should be prioritized instead of these two technologies. The watermill generator is a more reliable source of power for far fewer Research Points than Solar panel and Battery combined (700 vs. 1,000). In theory, researching the [[geothermal generator]] if you had a nearby [[geyser]] is also advisable. However, in terms of Research Points, the geothermal generator is very expensive (3,200 RP). This would create a long delay, and thus is not recommended for new players. Again, there are a variety of options depending on the specifics of your game and playstyle.&lt;br /&gt;
&lt;br /&gt;
:: 2. Microelectronics is one of the best technology in game, not only getting you access to both the [[comms console]] and [[orbital trade beacon|Orbital Trade Beacon]], ''and'' [[EMP grenades]] for fighting [[mechanoids]], but ''also'' the [[hi-tech research bench]] for faster research in general, which makes researching ''everything'' else easier. However, at 3,000 Research Points, it's also a long march, easily a week and possibly three (depending). One or two of the cheap, earlier techs might be useful to get you through, like Smithing for better melee weapons (and the novelty wooden [[gladius]] for trading with Arms Dealers), or [[Beer|beer brewing]] for better morale and valuable trade. This delays the rest, but getting there is safer/easier.  As always... ymmv.&lt;br /&gt;
&lt;br /&gt;
:: 3. You might not have the raw materials to build a [[multi-analyzer]] once you research that, and building one is a requisite to Advanced Fabrication, so you may have the opportunity to chase some other tribal/industrial research projects. But getting to Fabrication as soon ''as possible'', so you can make your own [[component]]s, and then to Advanced Fabrication for [[advanced component]]s, is the goal here.&lt;br /&gt;
&lt;br /&gt;
:: 4. On a dangerous map, a quick detour to [[Research#Gunsmithing|Gunsmithing]] (for basic rifles/shotguns/revolvers) may be desirable as soon as possible, immediately after your power needs are met.&lt;br /&gt;
&lt;br /&gt;
==== Tribal start ====&lt;br /&gt;
For tribals (i.e. a &amp;quot;Lost Tribe&amp;quot; start), the research path should be ''something''* like:&lt;br /&gt;
# [[Clothing|Complex Clothing]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
#  [[Furniture|Complex Furniture]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
# One of:&lt;br /&gt;
::*Stonecutting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
::*[[Fueled smithy|Smithing]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then the same as Industrial (above), but with Electricity prior to researching the rest. &lt;br /&gt;
&lt;br /&gt;
: Notes: &lt;br /&gt;
:: * The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players ignore quests and trade, scrape by on a minimal tribal morale and beeline straight to Electricity - a very long, very slow &amp;quot;beeline&amp;quot;, but they swear by it. Many players fall in the middle, grabbing one or three key techs and ''then'' going straight to central air cooling.  A very &amp;quot;ymmv&amp;quot; discussion.&lt;br /&gt;
&lt;br /&gt;
:: 1. Unless you landed in a ''very'' forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.&lt;br /&gt;
&lt;br /&gt;
:: 2. Beds (more comfortable than [[bedroll]]s, the latter may not be readily craftable), Dining Chairs, superior recreation ([[Poker table]]s) - yes, please.&lt;br /&gt;
&lt;br /&gt;
:: 3. Stone is a common and nonflammable material. On some maps, it's quite possible to live underground (if you can mine that much) and/or make every building from wood (unless/until it burns down).&lt;br /&gt;
&lt;br /&gt;
:: 4. Superior melee weapons, which can also be traded.  Visiting Weapons Traders are not interested in trading their toys for your fur clothing, quaint sculptures or [[Game-of-Ur board|Ur boards]]. Smithing is also a prerequisite for Machining.&lt;br /&gt;
&lt;br /&gt;
==== Extreme starts ====&lt;br /&gt;
*For hardcore 500% Randy runs, after finishing the battery and solar panel research, rush down machining to weapons before microelectronics. Firepower can be a life-/game-saver.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Research tree core.png|thumb|center|All research projects in the base game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research&lt;br /&gt;
* Beta 19/1.0 - Split hospital beds into &amp;quot;Sterile materials&amp;quot; and &amp;quot;Hospital beds&amp;quot; research projects&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Bioregeneration research project added.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114578</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114578"/>
		<updated>2022-10-29T07:02:55Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Subcore softscanner can be constructed once [[Research#Standard Mechtech|Standard Mechtech]] is researched.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
The sole purpose of the Subcore softscanner is to produce the [[Standard subcore]]. 50 [[Steel]], 4 [[Component|Components]] need to be loaded into the machine, and then a single [[Human]] sits in the scanner for {{ticks|7500}}.  All resources will be consumed except the person, who will receive Scanning Sickness for {{ticks/minutes|24000}}, reducing Consciousness and Manipulation by x75%, and causing a {{--|8}} mood penalty.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114534</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114534"/>
		<updated>2022-10-29T03:49:18Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* = Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2*3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Subcore softscanner can be constructed once [[Research#Standard Mechtech|Standard Mechtech]] is researched.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
The sole purpose of the Subcore softscanner is to produce the [[Standard subcore]]. To do so, 50 [[Steel]], 4 [[Component|Components]] and 1 [[Human]] is needed. All resources will be consumed except the person, who will receive a scanning illness state that will last for a couple of days and a mood debuff.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114533</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114533"/>
		<updated>2022-10-29T03:48:59Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2*3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Subcore softscanner can be constructed once [[Research#Standard Mechtech|Standard Mechtech]] is researched.&lt;br /&gt;
&lt;br /&gt;
== Summary =&lt;br /&gt;
The sole purpose of the Subcore softscanner is to produce the [[Standard subcore]]. To do so, 50 [[Steel]], 4 [[Component|Components]] and 1 [[Human]] is needed. All resources will be consumed except the person, who will receive a scanning illness state that will last for a couple of days and a mood debuff.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114531</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114531"/>
		<updated>2022-10-29T03:39:55Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2*3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The Subcore softscanner can be constructed once [[Research#Standard Mechtech|Standard Mechtech]] is researched.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114529</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114529"/>
		<updated>2022-10-29T03:36:30Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2*3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114528</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114528"/>
		<updated>2022-10-29T03:34:54Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = 2*3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 134&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114527</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114527"/>
		<updated>2022-10-29T03:33:45Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = &lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 134&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114526</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114526"/>
		<updated>2022-10-29T03:32:02Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = &lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = &lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114525</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114525"/>
		<updated>2022-10-29T03:29:28Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = &lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = &lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = &lt;br /&gt;
| resource 1 amount =  &lt;br /&gt;
| resource 2 = &lt;br /&gt;
| resource 2 amount = &lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114524</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114524"/>
		<updated>2022-10-29T03:29:15Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = &lt;br /&gt;
| flammability = 50&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = &lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = &lt;br /&gt;
| resource 1 amount =  &lt;br /&gt;
| resource 2 = &lt;br /&gt;
| resource 2 amount = &lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114523</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=114523"/>
		<updated>2022-10-29T03:28:52Z</updated>

		<summary type="html">&lt;p&gt;Stormwidn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = &lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = &lt;br /&gt;
| minifiable = &lt;br /&gt;
| size = &lt;br /&gt;
| flammability = 50%&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150W&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = &lt;br /&gt;
| skill 1 = &lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| work to make = &lt;br /&gt;
| resource 1 = &lt;br /&gt;
| resource 1 amount =  &lt;br /&gt;
| resource 2 = &lt;br /&gt;
| resource 2 amount = &lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Stormwidn</name></author>
	</entry>
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